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Madrummer

Player made trade items

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Will there be player-made trade items, even if just for RP sake?  Like food, beer, tokens, tickets, ID badges...etc?

 

Most importantly for me is the ticket/token options (with RP food and beer that have little emote actions tagged to them), because I want to run an entertainment business where I sell carnivals and set up faire grounds for other corporations.


For the ID Badge thing, it would be cool to have a VIP section of a lounge that people could buy passes to, or a Workplace badge that got you into a maintenance section of a space station, or a crew quarters area which requires a certain level of badge.  Kind of like "token" items created for low resource costs and be nameable in batches, and be recognized by LUA and manipulated within it.

 

The key to this is that it would need to have the person who created it attached to the item, too.  So like, say I as Madrummer make a "Faire Ticket."
The LUA could read it as "Faire Ticket" but anyone could create something with that name.  The unique identifier would be that the LUA would tell it apart based on the manufacturing tag on it that is locked into the account name.  This would allow ID Badges, Faire tickets, tokens, etc to be used by the LUA to do a MULTITUDE of different cool things!

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The ID Badge part can be accomplished via the RDMS system once it's fully implemented. It'll allow you to give access to elements for different people, so a door for example.

 

The player-made items is unknown at the moment, but i'd have thought it will be a no unfortunately.

 

Check the DU Trello for any ideas that might already be in the pipe line - https://trello.com/b/Y6WNMd2S/dual-universe-community-suggestions

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The RDMS isn't suitable for things like ID badges where you might dynamically allow changes to different clearance levels via LUA.  And it CERTAINLY isn't practical for things resembling coin-op machines.

 

Anyway, what makes you certain that player-made RP items won't be a thing?  Of all the stuff they have implemented and plan to implement in the future, it seems like a small step to add in the ability to create a "ticket" or "coin" item that displays the producer's name and allows you to name it on production.  Hell even just calling it Ticket or Coin and showing the producer's name would be enough for unique identification, as long as LUA interaction were allowed.

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On 11/5/2019 at 8:13 PM, Madrummer said:

The RDMS isn't suitable for things like ID badges where you might dynamically allow changes to different clearance levels via LUA.  And it CERTAINLY isn't practical for things resembling coin-op machines.

This is exactly what the RDMS system will be for. You set different levels of access, place a players name into that section either manually or dynamically. You don't need the player to have an ID badge that can possibly be stolen from them, I don't want to have to explain how much of a security risk that is 😛

 

Even if they did make a "coin" or "ticket" and added the capability of Lua on it no one would want to use them. You can add code onto it and use it as a tracking device since the Lua code only runs when the player is online and in range of it.

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On 11/9/2019 at 3:54 AM, Kael said:

This is exactly what the RDMS system will be for. You set different levels of access, place a players name into that section either manually or dynamically. You don't need the player to have an ID badge that can possibly be stolen from them, I don't want to have to explain how much of a security risk that is 😛

 

Even if they did make a "coin" or "ticket" and added the capability of Lua on it no one would want to use them. You can add code onto it and use it as a tracking device since the Lua code only runs when the player is online and in range of it.

I disagree 100% on the "no one would want to use them."
I think it'd be fun to make trading cards, commemorative coins, Guild or Corporation-specific minted currency...and again, my MAIN reason is because I want to make ticket booths and start an entertainment company that goes around setting up carnival games, rides, faires etc, and I want to build a casino.  RDMS will do _nothing_ for those.  I want something dynamic that can be done at the player's whims.

Want to ride on the roller coaster?  Insert ticket, get temporarily-granted RDMS to get in the ride.  Once the ride's loop is completed, the RDMS is reset, and another ticket will have to be used to ride.  Out of tickets?  Well feel free to purchase more at a kiosk!

I don't know why you're so against a feature that has apparently WAY more operational reach and creative possibility than you gave thought to.  And the ID Badge thing was just an idea for some fun RP, and something that would allow more dynamic control of functions (such as in terminals) and would provide TONS of options for making interactive puzzles and setting up little dungeon adventures for people.

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I for one just know that we would totally do things like have raffles, maybe casino tokens, maybe lotto tickets, kill tokens, or in house currency for use by our org. This would be awesome!

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I think there is already ways to do this, but would take a little lua magic and current elements already in game, you just have to think about it a little differently. Granted you don't get the coins/tickets in your hands type of thing because that isn't in game (yet?). But it's totally possible, with a good voxel builder and lua coder, it's totally do-able.

 

Think more about the dynamics of what is happening, player one walks up to a booth, hands over a certain amount of money, and gets a ticket, then walks over to another construct and presents ticket for prize or entry.

 

Grab the player ID, associate it with variable, and transfer to other construct that will do this random thingy when it sees this player id and variable

 

past this I don't want to say much as it's not an NDA area

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I don't see why we couldn't put tickets or coins/other collectibles into the game. The i.d system is unnecessary imo, but like raffle tickets and stuff would be extremely beneficial as it takes place in the game and makes it easier for the developers to track things. If stuff like this isn't put into the game, then what usually happens is that players create such systems outside of the game and this is how a lot of botters/isk sellers launder their cash. Then the developers has to do what CCP did which is  kill some of the sandbox aspects of the game by banning creative stuff.  

 

The other thing this would help is create "in game entertainment" so players would actually want to be in an actual city/bar/club/brothel/etc. No other mmo was able to replicate this effectively other then Star Wars Galaxies and there was a good article on it. As much as people hated the Eve Incarna debacle, I kind of supported it, as it would have created a more immersive experience and another outlet for people other then flying around in space.

 

Right now, the reason why mmo's has this single player experience mentality is because the game design was put in place that didn't create opportunities for players to socialize with each other. Ultima Online and  Everquest had a natural forced aspect because of the harshness of the environment, while Star Wars Galaxies with the placement of quests and stuff in I recall a bar had players congregate there and eventually people started to socialize (been a hot minute since I read the game design article on social aspects of mmo's). 

 

I am more for adding elements that brings back the original concept of what mmo was. If you can add social functions into the game this game has the possibility to kill a lot of the other competitors, as I can assure you that Ashes of Creation head guy is really looking into this as it was discussed a lot on what the developers can add to make the game more immersive besides the city politics.

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