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Found 24 results

  1. Pirates Lack cargo scanners, scanners should be able to scan cargo and display a text only break down of items on screen somewhere. Why? Why the heck would you damage a ship that has limited lives on its items, but what about the cargo? Players can toss cargo... Cargo "Trashed" from any container/person, should spawn a container specific to the size of the cargo. ( This SHOULD have been done already, or should be in 0.25 patch ) Now players can "Avoid" a destroyed ship by jettisoning cargo
  2. some help NQ to develop a better way for the game to be player driven game play, so here it is. add a industry unit that does research of schematics, it does not require any resources only time like the talent tree. this idea will allow players to sell schematics and the market will flow between players rather than getting suck into NQ wallet which doesnt get used, because the ore is only getting used to sell to the bots you have and not for building anything by players which is destroying the game. it was a great idea at the time but now you are still losing players every day. back to the res
  3. Currently industrial machines on a non pvp intended landscape have an infinite lifespan. This means that the market for them is only as viable as peoples lack of ownership in them and nothing else, once u get one u have it forever and that... that is unsustainably broken. Id think that a 6-10 week operational lifespan, with machines throwing random errors after thier lifespan stopping production, and requiring either consistent repair or just flat out replacement. This will create a sustainable market for industrial machines ... i think.
  4. I'm going to dive into several topics here. In addition to organizing this post like a book. Use CTRL + F to find the topic you're interested in reading. Note: Some carebears are going to complain about it but yes, this is going to go down the route of PVP and will touch a little on how this can help the markets in game so deal with it: Energy Management Concept, taking a page from another game (because this game took pages from multiple games already) Armored Core How energy management works on the fly Parts Weapons
  5. JC you and NQ have made a wonderful virtual world. You are great programmers and us lesser programmers are in awe and aspire to be like you. JC you and NQ are not economists, your programmers. Stop beating the market with your programmer hammers and hire an economist already. Theres no shame in doing this.
  6. How much quanta do we think a DAC will cost? It has been stated DAC will be a in game item so there will be a correlation soon between real money and quanta. How do you think NQ should handle the amount of time it takes a player to make enough quanta to buy a DAC in game? The answer to these questions could help address the divided views about the recent game progression adjustments.
  7. Dear fellow Noveans, we want to offer you a website where you can find several tools that will improve your game experience of Dual Universe. Currently we will provide these features: * Customizable Crafting Calculator * Detailed informations about Items * Skill Tree with Multiple Player Support * Ore Appearance Table with Filters * Detailed informations about Stellar Objects (planets, moons) * Named Crafting Lists (Blueprints?) But we surely will not stop there. These are the planned features, that are in the work already: * Crafting Calcu
  8. So from my experience so for with the markets has not been great. You can easily try to spend 10-15 min trying to find a location with a good price due to the massive list of markets available. Then once you do find a location you realize that it is a very heavily populated area and start lagging on approach. If you are unlucky you have your entire ship wrecked and have to spend resources to fix it. The point is that there is no way around the really populated markets as that is the best place to buy/sell. This is one of the issues I see is that this is not scalable nor are there
  9. Currently we can only sort market orders.Adding filter feature would make browsing market orders much easier and would save lot of time and brain power.
  10. Entstanden aus der Anziehungskraft von Zusammenhalt und Miteinander... dies ist Black Hole Sun. Ausbeutung und Verrat formte und fügte uns zusammen. Wir werden zeigen, dass es auch einen anderen Weg gibt eine starke Gemeinschaft zu bilden. Lerne uns kennen... lerne, was es heisst, ein Teil des Ganzen zu sein und erfahre wie gegenseitige Unterstützung und Freiheit in unserer Gemeinschaft gelebt wird. Entfalte dich selbst und werde nicht durch Zwänge geknebelt, nur weil DU die Ziele anderer unterstützen sollst. Hier bist DU im Mittelpunkt und nicht machthungrige, geldgierige
  11. (unless I'm missing it somewhere...) After having popped up the Market and made a few purchases from random districts on the planet (and one off planet by accident), I found it really difficult to figure out what I bought, and where its waiting for me to pick it up. Opening the Market from any remote location (just hitting "j"), has no button on the left for a market container... and thus no [horrible] dropdown menu of markets to click dig through (imagine that list when there is more systems!). Ergo, I propose: A new button on the market GUI that is always
  12. It would be nice to have the ability to set a price in the market and be notified if there is a buy request that meets or exceeds that price. In addition the ability to track prices over time so you can see what is trully in demand.
  13. 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 atte
  14. what I'm talking about here is essentially being able to trade permissions for specific parts of a construct in exchange for money or whatever. these permissions would have a time limit on them, and (crucially) the person who owned the construct would NOT be able to modify those permissions until the time limit expired. one example of this would be a parking lot/hangar bay in a city. if I wanted to park my ship inside a hangar bay I would purchase the permissions to open and close the main doors, toggle lights, open some storage inside the bay, etc. if I just wanted to stay there for the night
  15. So, I've been absorbing any information I could find about DU, this post will be about some of the ideas that I have, related to all aspects of this game. Let's get to it, shall we? Now, I've tried to refine my ideas and sort of compile them together but they might still be a mess, I promise I will try to give full ideas only, not bare concepts. The first thing on my list is something that for now will have no use but later could be a vital part of warfare in DU. Player Developed Jamming System by Fernix, I'm working on an acronym. Too many times in too many games space warfare g
  16. the ability to "hail" a ship by text/voice/live feed of bridge would give the ability to exchange remarks, solve conflicts and open up the possibility of an alliance (yes I got this from star trek )
  17. My proposal to the market system is to have a way to program to set up restricted buying and selling based on players or orgs. So not anyone can do up in your city and out sell you or your org because they are selling for less. So instead of approaching a market terminal and accessing a universal market you access that orgs market. My real concern is creating an easier method of paying employees. The way I would like to do it is say for example I have miners that drop off or at my factory. Instead of both of us being online they can stop at my terminal reserved for them and sell there or to me
  18. This is a quick market place question. When selling or buy something from a market stand will it be a universe wide market like for example runescapes grand exchange were you deal with all players. Or will owners of the terminals be able to only sell their products
  19. 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
  20. This thread is to discuss the methods of transporting things to and from a market by someone who is not the owner of said object. We know that certain objects and small-ish constructs can be kept in storage units, but constructs of a certain size will not fit, and therefore must be shipped differently. The questions I have regard how I as a transporter/market owner have to operate. 1. Will there be some kind of "permission code" that will allow me to remove items from a storage unit, but not use them? 2. If so, do I have to place the item in my inventory, and then transfer it to m
  21. Idea: Please provide read-only game data APIs for user info (level, orgs joined, current planet, etc.) and market info (price, quantity, orders list, etc.) Reason: I want to build a trade platform and a credit platform with some advanced features. That requires to fetch some in-game data. PS. All trade will happen in-game, so the API could be read-only. The relationship between the game and the plat is the relationship between Steam and SteamDB. (At the level of information provision) Pros: - The platform is independent from the game. So some updates will not affect each other. -
  22. This is Elector Cale(wars) bringing up some economics again. Lets say there was a DU mechanic where you could model small objects like a bobble head. You could sell them by producing them on the DU player market for fun and make profit. Instead of modeling with blender and having so much more mechanics to have to add and deal with. Why not make a in game model system similair to blender? Lets say you had 1 block worth of material to sculpt something. If you wanted to sculpt something that was the size of 10 cubes it would take 10 cubes from your invintory. Once one if made you could sav
  23. https://community.du...n/hub-universal Our Mission Statement HUB Universal is a corporation that runs trade facilities where all galactic citizen (no matter what your affiliation is) can come and buy, sell and trade their goods to others. HUB will not affiliate itself with any nation, corporation or group and will not take sides in conflicts. Our facilities are open to all as long as they keep the peace while they visit HUB and enjoy all the services we have to offer. THE POWER OF INVESTING Our belief in the power of investing is a perspective that's influenced our company from the
  24. Long have we waited, and longer still shall we continue to wait. My friends, in this chaotic world we find ourselves in on Alioth there are no empires or factions left standing. Due to certain events it seems that no force is capable of establishing itself as the leading directive over us humans. And as such, there will be no NPC factions for us to join as you would in E.VE. So all these independent guilds of any style, little corporations to giant factions, are going to be using market nodes. It hasn't been well defined how a market node will work exactly, if they are going to be re
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