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Alpha 1

Found 11 results

  1. 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
  2. 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?
  3. 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.
  4. B.U.T.T.S United (Check organization bio) Friendly with a more money making view
  5. Tango_Lima

    Casino

    For players who don't care about guns, death, amo, and stuff like that... maybe a place for entertainments will be interesting to build. My idea is Casino, a place where you can bet Dual's money or materials like gold coins etc.. For the player ( or team ) who will decide to build a Casino....and many others, the place will had to be an insane place ! It's a big challenge !! ( to NQ : please give neon ! ) We need a total system to bet and win or lose all stuff, money, materials,coins..etc..
  6. Orius

    Payment

    How will this game be paid For? I've heard that it will be sub based, but a friend recently told me that it will only be sub based when the game is in Beta but will be pay to keep when the game releases. Is this true, or will it be sub based for the game release?
  7. Neolithic

    Dual Universe Pledges

    What do these things even do, and why would we buy them: $15 (Actually $17) --------- 1. In - Game Titles: Do we get special items associated with them? Will they mean something more like social status or something, that'd be pretty messed up if it did? 2. Thanks In the Credits as Early Backer: Do I get my name in the credits or is it thanking everyone at the same time? $30 (Actually $34) --------- 3. Digital Reward Original Soundtrack: Do I get to play music in my buildings/ ship with this? $60 (Actually $67) --------- 4. 11 DAC's: Am I going to have to spend money or DAC's every month to play the game in the Beta? $68 (Actually $76) --------- 5. Arkship Passenger ID Card: What does this even do/ will do? $120 (Actually $134) --------- 6. 23 DAC's: Am I going to have to spend money or DAC's every month to play the game in the Alpha? 7. Alpha Team Outfit: Are there different types of clothing in the game? $135 (Actually $151) --------- 8. Dual Universe T-Shirt: Is this like some sort of thank you gift just to raise the price? $260 (Actually $268) --------- 9. Dual Universe Metallic Box: Is this in game and what will it do or is this more trash they are trying to sell? 10. Dual Universe Art Book: Why? Just Why? 11. Dual Universe Poster: I actually like this one, just wish it came with the lower packages. $505 (Actually $564) --------- 12. Alpha Team Member Statue (Male Or Female): Is this an in game statue or is this real? Is it a statue of them or an in game player? 13. Dual Universe Collector Box: Same question as metallic box, but I'm starting to think this is real, why sell me trash? 14. Arkship USB Key: What do this do? Is it in game or real? Is it useless trash or no? $1000 (Actually $1117) --------- 15. One Hour Call with JC: If we all bought this, how would JC manage their time? Is JC a nickname for a person or the team? Can it be recorded? 16. Custom Avatar Portrait: Why is the cost so high for this, why not just make this an in game feature for everyone? 17. 2 Alpha Team Member Statues: Virtual or Physical? 18. 80 DAC's: Why are we paying for DAC's at this point, we already have a lifetime subscription? $5000 (Actually $5587) --------- 19. Half Day with JC and Team: Well, if I can afford this, I could probably afford a few more hundred dollars for my plane ticket right, because I gotta ACTUALLY spend 12 hours with them, shake hands, kiss maybe, start a new family with JC and Team, please? How would they manage their time by giving this out? What if they get attacked or exposed or hacked? $7000 (Actually $7821) --------- 20. Development of DU Secret: Do we get the info first before release or do we get it first LONG before release? What if someone decides to throw this out to the community before release? What if they get hacked? 21. Full Day with JC and Team: What is considered a full day to them, is it 24 hours (a sleep over), or is it in business days? This is enough time for me to start a family with every member in the team . 22. What does Kyrium even mean? 23. If you can pay this much for a game, what tax bracket are you in?
  8. 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
  9. TranquilClaws

    Ensuring that Subscriptions are Done Right

    There are two kinds of subscriptions which I can think of off the top of my head. Monthly subscriptions and hourly subscriptions. The difference is as follows. Monthly subscriptions last for a duration of months after their activation and constantly count down regardless of whether or not the player is online. Hourly subscriptions pay directly for the hours a player can be online, which can be used whenever the player wishes, meaning that you are directly paying for the time you are online. The inclusion of both would be very beneficial for creating freedom in choice for purchasing time to play the game. The major difference is that monthly is often cheaper, but doesn't account for players who rarely get on or who get on extremely often, resulting in a less predictable load on the servers. With the hourly system, players directly pay for the time they will be using up server resources, which is more precise and can be saved for when they want to play. As someone who often plays something a lot but in short bursts, I would prefer the hourly subscription.
  10. I REWROTE THIS FACTION a lot has changed The Unified Systems of the outer Belt [uSOB]: REVISED WHO are we? We are a pirate group with a little twist: Unlike most pirate groups that have a hidden base and operate locally, we are speed thinly across the universe and operate entirely ship based. This allows us to be highly mobile and operate with most effectiveness as trade routes may change or trade hubs may rise and fall, we are always sure to be near the money flow. Further we involve in a few more delicate activities that require medium or higher ranks inside our faction (view below for ranks and security clearance). Furthermore we are part of BAND OF OUTLAWS WHAT do we do? While pirates may be accused as griefers and mindless destroyers, we are far from that. Our goal is much simpler and yet (arguably) better, we are after money. Lots of money. “I want to have enough money to allow me to just buy some random dude a deathstar and not feel it” –Aison Bold (actual quote from the community discord) How we acquire that money is unlimited in forms, ways or grade of illegality. WHY do we do what we do? It’s simple, in Dual Universe you do not “Do what you want” you “Are who you want”. I want to be rich. That’s it, it’s really that simple. HOW do we do what we do? Well a good pirate wouldn’t tell his prey how he strikes now would he? We raid and steal. And may or may not indulge in other secret activities. Organization: Our organization relies on cell like structures. This diagram explains it better: Explanation: Bottom -> middle -> Top; lowest -> medium -> highest The red lines represents the security clearance: Any one below them only knows about the rank above. Example: An employee/brute knows only (ONLY) about his supervisor, he/she does NOT know who the other supervisors are, what their orders are and where they operate. Example 2: Supervisors know the orders of their “twin” (the other supervisor under the SAME manager) and of their manager NOT of the other supervisors/managers. This is done to make sure that information stays in the faction. How an order is issued: 1. The Executioner tells one (or both) of his speakers that there is a certain (main-) task that needs to be done and assigns it to one (or both) (tasks may stack/one manager may have multiple tasks). 2. The speakers assign one (or both) of their managers an (sub-) task to either fulfill or help fulfilling the main task the executioner assigned. 3. The Manager briefs his supervisors, who then brief their respective employees and brutes who then get respective orders to fulfill the sub task, thus also helping to fulfill/fulfilling the main task. Specialists: Specialists are people who have focused themselves singularly on one task and are mediocre too horrible at any other (due to their skills) They assist the executioner who may assign them to somebody or directly supervise them. Gameplay: we focus on money and player freedom thus these laws apply: 1. Anything we do is in some form responsible for a profit gain, this may be direct or indirect. 2. Players won’t be limited to doing something they don’t want to do, if somebody doesn’t want to fulfill a task he is free to say so without fearing penalties. 3. Supervisors (and above) are free to go on raids or other activities with their sub ordinaries. 4. Dont be an asshole Community Portal: https://community.dualthegame.com/organization/unified-systems-of-the-outer-belt-usob-reworked See you in the game
  11. 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.
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