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Hi everyone. Until now, we couldn’t manually manage (remove/promote) Legates in an organization easily on the administration side. Since Yesterday, we are able to use a feature simplifying considerably the process. As we already mentioned many times in the past, we (Novaquark) don’t want to involve ourselves in the management of organizations created by players. However, we are also aware that the current (and temporary) state of the management system contains obvious flaws. You know it. We know it. As this is still “work in progress”, we hoped that organizations creators will be reasonable enough to avoid abusing the well-known flaws of the system and would wait that all the rules are implemented before trying to sabotage other organizations. So we are going to state the obvious here: It’s ok to “play a bad guy” and use dirty tricks once all the rules are implemented. However, it’s absolutely not ok to start exploiting the flaws of a work in progress system: this is not “playing a bad guy”, this is just toxic behavior and trying to gain an advantage while not playing by the rules. That’s why - despite our will of non-involvement - we will make exceptions until the full implementation of the RDMS (Rights & Duties Management System) for the Organizations. Why did we decide to intervene? Two reasons: 1) In the current state, a Legate has much more power than in the final system, due to the minimalistic mechanisms temporarily in place. If in the current system, any Legate has the right to promote a member to Legate status by himself alone, in the final system the default rights will be completely different: promoting a legate will be done only with a vote by majority rule, or the right to promote someone will be given to specific persons and not every Legate. 2) In the current state, a Legate cannot be demoted by any mean (even by the creator of an organization). In the final system, default configurations will allow to demote a Legate with a vote by majority rule. A Legate could also be demoted by specific persons who have been given the right (most probably by the Organization founder) to do so. How is this going to work? Each organization is going to have one "wild card": if there is a problem with the Legates in an Organization, you can contact the support team at support@novaquark. However, keep in mind we (Novaquark) reserve the right to intervene (or not) on a case by case basis. Example of a case where we will intervene: Some Legate using the flaw of the current temporary system to vandalize (or generate troubles in) an organization. Example of a case where we won’t intervene: Two organizations have merged in one, and now both creators of previous organizations want to mutually exclude each other from the organization. In this kind of case, we won’t remove anyone. We won’t favorize one creator above another. However, we will do our best to help finding a satisfying solution for both parties. As a global reminder: If someone finds a loophole in the rules in place (that may happen), and this loophole is used to generate trouble and spread a toxic behavior, we won’t stay idle watching the situation deteriorating. Best Regards, Nyzaltar.
I would like to know if RDMS will allow us the concept of Holding Organisations and Subsidiary Organisations. Case 1: When a single person owns both the holding organisation and subsidiary organisation. Case 2: When the owner of both the holding organisation and subsidiary organisation are different.
(Posted Friday 31th of March 2017 on the DevBlog) Hi everyone! Today we are going to talk about the organizations in a more detailed way! As usual, keep in mind this is how the organizations are planned to be implemented for the official release of Dual Universe, not for the Alpha. As it is still work in progress, some mechanics might change based on community feedback and/or for technical reasons. For the Alpha (currently planned for September), we will most likely have a basic version similar to what we currently have on the Community Portal*. Veteran MMORPG players will undoubtedly be familiar with the basic concepts of guilds and clans from other games so some of this information might feel like a review to you. However, we wanted to give a complete overview of Organizations so that even players new to Massively Multiplayer games would understand what Organizations are, the benefits of joining one, and why you might choose to create one. If you have friends who like building games but haven’t ventured into MMORPGs yet, then they might be interested in this Blog post. (*we are talking here of the current version on the Community Portal + an update scheduled to add a Super-Legate rank and many changes for Members and Legates rights) What exactly is an Organization in Dual Universe? It’s a Moral Entity able to: - accumulate “Quanta” (the in-game currency) - own Assets (Items and Constructs) - gather Player Characters under the same flag for a common goal. - create a hierarchy, with ranks and roles for all Player Characters gathered in it. - be a member of another Organization, just like a Player Character. What are the purpose and benefits of an Organization? - It enables players to accomplish greater goals than what a player could do alone: The ability to pool resources and in-game currency will help a lot. - It consolidates the continuity of a long-term project: Players can enter and leave an organization without heavily impacting long-term projects supported by the group. - It gives a political dimension to the game: Rights & Duties can be transferred from one Player to another, and Powers are decided by the Legates through a vote (if the Organization is a democratic one). - It legitimizes conflicts between several group of Players: This will enable members of different Organizations to fight between themselves and kill each other, without being the target of reprisal mechanics (like bounty hunting) if a war has been declared between the said Organizations. RDMS (Rights & Duties Management System) in an Organization: - Different actions can be done on each Asset: each possible action is defined as a Power. - Access to a Power on an Asset is given by a Tag. - Each Power has a list of Tags associated to it. - Each Player Character has a “wallet” of Tags. Here is a quick example illustrating the system: Here we have an Asset having 3 Powers: Use, Sell and Edit. The Organization is composed of 3 Player Characters: Alice, Bob and Warren. In this situation: - Only Bob can edit the Asset. - Only Warren can sell the Asset. - All three can use the Asset: 1) Alice can use the Asset through the Tag “alice” 2) Bob can use the Asset through the Tag “bob” and “squad1” 3) Warren can use the Asset through the Tag “squad2” But that’s not all: you will be able to create more complex administration rights by creating a hierarchy between Tags! Let’s say “stock_management” is the parent Tag of “ammo_management” and “raw_materials_management”. If a player has the Tag “stock_management” in his wallet of Tags, he will be able to use or manage any of the Organization’s Assets having the Tag “ammo_management” or “raw_materials_management” depending on which powers are associated with those tags. The Rights and Duties Management System is also used to create the Functions. A Function will contain various Tags defining an assignment. Let’s say that Warren gets the Function “President” in the Organization “MyOrg”. Now his Tag Wallet in “MyOrg” looks like as follow: As the President, Warren will have the ability to declare war to another Organization. A Treasurer will manage the Organization bank account , a Gunman will be able to use some (or even all) weapons and military Elements to defend the Organization, etc. Of course, we will provide standard, ready-to-use Functions such as President, Treasurer, Miner, Industrialist, Gunman, and Military Officer to save time and allow players to quickly get their Organization operational. Acting in your name or in the name of an Organization: A Player Character can be a member of several Organizations. Therefore knowing whether they are acting on their own behalf or on behalf of an Organization (and which one) is very important. We call “Role” the state where a Player Character represents an Organisation (or just himself). By default, a Player Character has at least the Role where he can represent himself. Under each role, the Player Character has a Tag Wallet. When a Player Character is accepted into an Organization, the Player Character automatically gets an additional Role where he can represent the Organization. While under the Role representing the Organization, all the actions can affect the Organization. For example: - Receive Quanta on behalf of the Organization: Quanta are transferred to the Organization - Craft an Element: the Element is owned by the Organization (not the Player) as a result. - Harvesting resources: The resources are owned by the Organization (not the Player) as a result. Example: After declaring a war that displeased most of the members in “MyOrg” (which has a democratic system), Warren has been demoted from his function of President and kicked out (Warren, what have you done? You should have consulted your guildmates before doing that!). He has now joined a new organization, “Corpo1”, as a miner and has just discovered he can act in the name of “Corpo1” or act just for himself. In the windows where he could choose his active Role for the time being, it will look a bit like this: However, keep in mind this is a simplified view of the Tags: as it will probably become quite common to have the same name for a Tag in different Organizations, the Tags will be “scoped” to avoid conflicts. Let’s say Warren is accepted again in “MyOrg” and gets the Tag “miner”, just like in “Corpo1”. To avoid conflicts, the Tags will be scoped as follow: Political Action (Vote) in an Organization: Only Legates will be able to vote. Votes could be used for administrative decisions like: - Accepting a new Member in the Organization - Excluding a Member from the Organization. - Giving a Function to a Member - Changing of the Vote rules Of course, the list of administrative decisions above is far from exhaustive. A Legate can also give his/her ability to vote to a representative (another Legate) Above, the Organization “MyOrg” has 5 Legates: Kim, Bob, Alice, John, Steve. John and Steve give their right to vote to Alice. Alice now counts as 3 votes. However, she will be absent for the next vote so she delegates her right to vote to Kim. Bob also gives his right to vote to Kim as he trusts her completely. In the end Kim will have all the votes so she will be able to make important decisions for the Organization without involving the other Legates. Big responsibility for Kim! We hope this has given you a better grasp of how an Organization will work in Dual Universe. Not all related game mechanics have been explained as it’s still currently in development, so there will be probably a second part later. As always we can’t wait to read your feedback of what we’ve discussed so far! The Novaquark team
Rights and Duties Management System (RDMS) will be one of the very powerful customization systems in DU. Read the DevBlog here if you have not already. Effectively tags can be used to give access to assets etc etc. I assume that in the current RDMS system, a player will know what tags he/she has. Effectively these are like keys to a spaceship or passcard for a door. The suggestion of this topic is that a tag can be placed on a person without their knowledge. These invisible tags would not be able have duties connected to them because this could lead to a player losing money without knowing about it. The uses for this are also quite broad. For example: it could be used to not only tag intruders but to keep track of the intruder long after they have left. This has an additional effect that invaders would need a hacker to look at their hidden tags and clean out any unwanted ones. What would you use invisible tags for?