Search the Community
Showing results for tags 'economic'.
Found 4 results
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?
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.
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
(Posted Friday 8th of April 2016 on the DevBlog) Today, we want to share with you our view on a delicate topic: how we plan to monetize our game. Monetizing an online game is a difficult exercise: if it's not profitable, it dies quickly. If it's overpriced, it turns off players and the game dies as well. Adding the fact that there is no monetization model fitting perfectly for every type of game and this can give a quite serious headache to make it right, even when the guys in charge have experience in the field. Finding the adequate equilibrium is never easy. We have given a lot of thoughts on the topic, collected feedback from the community and listed a number of related critical points and checked how each model is adapted for each of them. We wanted to share our conclusion with you. Being able to play the game without spending money Nowadays, this is an unavoidable topic when it comes to start playing a new game. This is something everybody would appreciate. It's possible in some context, but there is always some inconveniences to balance it. But let's see how each model can answer to this point: Free to Play (F2P) This model has been created around this very idea. It gives the opportunity to gather a bigger community and it becomes easier for players to find people to play with. However, it is very difficult to apply it flawlessly, and it's not always a fitting model for a game for many reasons, as you will see below. Buy to Play (B2P) This model is completely the opposite. Even if sometimes you can test for a very short amount of time the game (limited in game time and/or gameplay), a player will have to pay the whole game at some point, and it might be a paywall that turns off players with a low budget. Pay to Play (P2P) This model has evolved through the last decade and yes, it has become possible to play a game for free with a P2P model in its latest form, where the subscription fee can be optional. This evolution have already been successfully implemented by major MMO games, in particular Eve Online (the PLEX system) and it's the one we are interested in. How is this possible? In any MMO community, there are generally two player categories: those with a small/tight budget for games but a lot of free time and those who have a limited time to play games but a significant budget for them. Many activities in a MMO require a significant amount of in-game money. Acquiring a large sum of in-game money takes time. Players with a limited game time generally want to skip that step if they can. The system offers them to buy a token worth a monthly sub and trade it with another player for in-game money. Players with a low budget for games can play for free if they invest enough time in the game and gather a large amount of in-game money to buy a token from a player selling one. As there is also a free trial period, a player who is really active may gather enough in-game money before the end, and continue to play without having to spend a cent. Basically, this is the reward for contributing to the in-game Economy. Everybody wins. Responsibilizing players for their actions Most of the players interact nicely between them without feeling obligated to do so but a small part always like to cause trouble (especially harassment or cheating), just to annoy other people or to gain an unfair advantage. In general, the Terms of Service (ToS) and more specifically End User Licence Agreements (EULA) exist for the troublemakers. To discourage them to generate chaos in a community, the rules put in place need to be efficient, and all models are not equal in this regard. Free to Play This is one of the biggest weakness of the F2P model: Most of the troublemakers are players who do not spend money in the game. As they haven't spent any money, they generally don't care if their account(s) are banned. They just have to recreate new ones and can continue with the same behavior. Buy to Play In a B2P structure, a player wanting to make trouble will think twice before creating disorder in the community, if their account can be banned and they lose the money they invested to buy the game. Of course, this won't make such behavior disappear completely. There are still a few people who will behave badly no matter what, but most troublemakers will refrain themselves if they have something to lose. Pay to Play On recent P2P games some features are locked on trial accounts (especially features that could be abused to gain advantages with an unlimited number of accounts or harass other players). Once the player has invested a significant amount of time in the game or paid for it, they are no longer in trial mode. Hence if the player start a ruckus, they have something to lose. Getting a high-quality Customer Support For a MMO game, Customer support is an important aspect that can make the difference between a player who stays and a player who leaves. Customer support is there to help players to solve any problems they have, be it a bug (in which case CS transmit it to the devs), a question, or a conflict with another player. Again, all monetization models are not equally designed to handle the task. Free to Play F2P games usually have a number of players far more important than the size of the customer support team can handle. The size of the customer support team is dictated by the global income of the company, where the size of the community is not. This tends to degrade the quality of the support, as trade-offs have to be made to handle the increasing number of requests. Buy to Play Due to the fact that each player must pay for the game, the customer support team will be able to better manage the number of requests they have from the community as a part of the money coming from each sale can be allocated to financially support the customer support team. However, for an MMO (for which we can hope a very long life, like a decade or even more) this might cover the first years but after that, the situation will be the same as the F2P game, where the sustainability of the game will rely only on the players spending in a possible Cash Shop, unless a paid DLC or expansion system is put in place to generate revenue. Pay to Play This is the only long-term, healthy way to support financially high quality Customer Support. If budgeted well, the Customer Support team should be proportional to the size of the community and should be able to handle all players without prioritizing or favoring some players before others. Having a regular income is justified for permanent Customer Support. It's also true for other production costs like, for example, server maintenance (some MMO games have cheap server maintenance costs while other have expensive ones. It all depends on the amount of computation power needed on the server side. And on a game like Dual Universe, it will be far from trivial. This is the drawback for handling technological challenges). So what's the conclusion? We have synthesized a bit all the things that were taken into account, but you have here all the main reasons why we are aiming toward a Pay to Play model. In a nutshell, here's what we have planned: Free Trial period: between 2 and 4 weeks. Monthly subscription (optional with a PLEX-like system) Possible (cosmetic only) Cash Shop. If deployed, we will make it in order that every month, players who have paid a subscription will be able to get some cash shop items for free. Of course, we will remain open to discussion on this topic like any other: don't hesitate to give us your feedback on the Social Media and/or on the forum! The Novaquark Team.