Posts by SilverSatin

    When you ask me: Total overhyped game.

    :rolleyes: I agree.


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    Theres this one review that spoke volumes to me.
    Then watching a friend play OMG confirmed !
    It even rang a bell with whats lacking in Elite dangerous and still is btw.


    I kind of see how procedural generation would fail... a game the size of 2.5 GB (no mans sky) that is supposed to be about exploring new worlds has a limited amount of assets that gets recolored then rescaled and used over and over again. That to me is a boring way to keep generating something "new". Sure expansion packs could introduce more variation after release but the initial $60 release... c'mon it should of filled up an entire Blu-ray disc at least. (lets not get technical about what compression techniques they've used)


    High five on their marketting strategy tho. :thumbsup: Now we know where at least $30 from the total price goes to.

    @Deirdre Umm I think you may of posted this in the wrong thread

    I agree this is very confusing. ?( wrong topic -> different subject. But nooo biggie!!!
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    @Deirdre
    for the sake of clarity this screenshot is unrelated to my post asking about server IP over here Official-server-stats-list


    In this topic i'm just showing the playtime i have on my server.
    incase you are wondering about steam playtime this is my profile 4,587 hrs on record


    :thumbsup: In all honestly its kinda accurate to me the other playtime i spend testing on single player like a mad scientist secret lab 8o


    <3 Rising Worldd Fanatics yeeehaaaaaaaaaaaaaaaaaaaaa WE'VE GOT IT ALL IN COMMON lol

    Yes haha i was cutting corners with the usage behind real life currency.
    And indeed money is a merchandise of its own.


    If money should or should not be a part of the game...
    ( just in general about this topic Pro-money vs Anti-Money )
    I'd say it really depends on the direction of what the game is about. RW looks to be more about creative building and exploration right now.
    However If it wants to lean towards the goal of players creating a civilization or a multiplayer survival with bartering then the broad sense of money is inevitable


    i think most are over-thinking the idea behind money in game.
    .
    I'll try to explain why i see money being part of the game as best as i can but English isnt my first language either :rolleyes: so please bare with me folks :P .


    I look at it from a survival gameplay perspective. << very important to get into the reasoning here.
    Looking at RW from this mindset;
    Lets imagine the game further down the line with a much more balanced rarity, time and effort for gathering resources (not at all as easy as how the game currently is) from this point of view is how i explain.


    8o It would be a very awesome and utopic civilization, a world without money where we give eachother what we need and not care about whats more or whats less.
    A world where we emphasize the need of our fellow neighbours above our own. A world where effort and time spent on whatever it is your giving away doesnt matter.


    It would be cool, but we still remain humans, even in games.
    We all have some level of conciousness when it comes to values, even if its not a value put on materialistic things, we still think about if something is worth the time or effort before we give it away or exchange it for something else. When we do exchange, we still think about trying to match or calculate the loss/gain.


    When we are trading we are transfering different goods that hold their own value. So we cant trade 1 stone for 1 gold ingot because from a survival gameplay perspective it just doesnt make any sense.
    Thats when you start to measure a value and by doing so it gets complicated or even just not possible when you dont have anything that cant match the value of what you want. This is where currency jumps in.
    Any resource with the highest value will almost always become your universally accepted barter- token/currency/money (in this context its all the same)


    Take minecraft for example (havent played in ages but back in my days.... ) emeralds was what people bartered with if they didnt have what the other person wanted due to its value (time & effort needed to obtain)


    That is the broad sense of money that i mean is inevitable when bartering becomes a common activity.
    programatically having a currency makes an npc bartering system as easy as baterring with somebody that just wants to get rid of something or doesnt know what to ask for in return.-
    give them some money for the value they think something is worth and thats it.
    get rid of anything in exchange for money and thats it. The level of convenience is just a must-have even in the context of RW. 8o


    I think that was a long answer to a few questions in the OP such as;
    1) What a money system could make possible which is currently not possible in RW or at least easier which is currently hard?
    3) Does an economy necessarily implies a separate, abstract, money system? would be barter not enough? Again, not in general, but in the RW context.
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    Not yet ready for Supply & Demand
    For now the game is still very much unbalanced. just farming alone takes only a few in game days, no seasons,no vegitation health requirements no anything. So theres no absolute need to trade something, we all have everything very easily. Its only new players that need something.


    Once the game increases depth of farming, mining, crafting and even the very act of staying alive (hunger, thirst etc..) it would introduce a level of dificulty that would drive up a supply-demand chain. bartering would be greatly incentivised but as much as bartering activity rises it will naturally introduce money on its own.
    I think it would be just a matter of a convenience necessity :whistling:




    Economy
    2) Does a money system necessarily implies an economy?
    I dont think it does. I think its more of an exchange tool and a measure of value as its foundation but if wanted it could go deeper..


    One could do something close into the direction of one.
    And it doesnt even have to be server admins who makes such policies/currencies.


    I'll take our server for example, @YakMe a.k.a RedTon has made a community project of a settlement out and away from the servers own public settlement.
    He made it with several other players who help him out building on their own little plot within this settlement completely managed and runned by RedTon himself. and its a dang good job :D
    He isnt an admin and no special abilities or rights has been given to him but he is just like everybody else free to build and do what he like on their own plot of land. RedTon as the owner of his plot can run his own settlement under his own policies, currency, little government etc... as long as its within his own plot and of course doesnt break the overruling rules (which are already in the best interst of the main gameplay of the server in general)


    A small scale economy between two or more settlements might grow each generating their own production of goods and services (their own little economy).
    in this sense yes theres room for diversity. ( on our server at least)




    Too soon

    Its mostly too soon for the game to be judged on the posibilities of money. especially not fair to compare with others.
    other games could be used as an inspiration tho. Thats what RW needs. its more ideas and picking out one that fits into its identity.
    Everything is possible. :thumbsup: lol well... almost :whistling:

    @red51 Will there be a way to keep stats for a server that changed IP ?
    A few servers changed their IP over the course of their lifetime and lost their stats after doing so on the other stats website.


    Will the official stats page have a way to keep track of this maybe with a unique server ID or main admin instead of IP adres being the identifier. Or might that complicate things ?

    We need a smiley that holds a drink up in the air cause thats a big cheers to this thread. But for now i'll drop a double thumbs up :thumbsup:
    Although I havent seen many (actually any) insulting flame posts here before other than the one from yesterday (or the day after yesterday). This forum remains a good knowledge base with lots of imaginations melting into one spot. Especially the Forum gurus who got tons of suggestions and some even brining lots of knowledge about the game to the forum. (you guys know who you are lol! )


    Anyway,
    Share what you like, or dont share. Its all good as long as there isnt any personal attacks which of course makes the whole community experience go down.
    Its a game after all, the real world has enough hate going around. =O



    :love: bloody hell i love RW it is my digital home. Nobody likes a home where theres hateful words thrown at people.


    Considering the amount of time i have spent on RW, I think its ovbious that i'd love to have a clean and honest community along with it.


    Thank you @joni909
    Another Forum guru :D

    Hi :D ,



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    On topic;
    To your question,
    1) we'd like to make life a little harder on RW but that would mean disabling a lot of things in the game that players would miss. So all we have is speed.


    Longtime playing players have too much & new players have nothing. So the new players are more likely to buy stuff.
    Most new players want to get started on building as soon as possible so that is how the most commerce transactions take place.


    For singleplayer this is currently harder to do unless its kept optional to those that want a challenge and keep creative mode off, lower ores spawn etc...


    2) The role of money on Freaks R US is just like money on your debit card in real life.
    You use it as a universal barter currency for resources/items/ Skynet services/ or services you purchase from others.
    basically its a full blown currency where the value lies with how much value you put on something.


    Free Market
    if you know how hard it is to get $1000 from somebody
    and you know how easy it is to get $10 then you can scale it out on
    how much value you want to put on a certain resource.



    --
    Its a very interesting topic because this game has a lot going for it beyond a fantastic build sandbox.
    Many say they rather have just a barter system but you cant have one without the other.
    just as in the real world 1 for 1 trading becomes harder when you have to match the value of something.
    real world bartering always ended up in a currency trade be it gold, copper etc... (its money)




    money is just a universal barter currency -> when theres money involved you'll eventually have a little economy going somewhere because money carries a value. :D and working to get something requires time & effort. time is money!

    Hi SilverSatin,


    Perhaps I mis-understood you a few months ago in this comment linked below. I thought SkyNet was not available for distribution. Anyone can look at someone else's work and decide to make an imitation. That takes more work than merely "copying" and re-naming which is the impression I get from you right now as to the origin of VorNet. Please clarify. But again, I thought the source for SkyNet was unavailable to anyone.

    Oh yes indeed you've misunderstood what i'm replying about.
    Here is the specific quote to clarify.


    As you wrote VorNet, you spent time thinking about it, its bases, its function and so on.

    @zfoxfire Its Not at all about the distribution of my ideas. That's a different story. After all, credits were rightfully given on its github page.


    I'm setting a record straight here about that quote from Miwarre as it should be understandable that i stand by what I've created. its bases, its functions... (the thinking) while i was critisized before for it to fail. i stood by it as it matured before hitting the year 2016.


    vornet is an imitation, Thats just plain as it is. An open-source alternative. which is fine but the truth still remains truth and credits should be held as they rightfully should. an imitation =/= an innovation. lets not sugarcoat it as such.
    --------------


    back on topic.


    While we dont really have to have an economy in game it does open up another gameplay aspect to the game beside the all the building and survival. Even on single player it would introduce another reason why interacting with an NPC might be in your best interest besides of killing "the others".

    Unfortunatly for an economy to work in RW the difficulty rate of finding ores should be way higher than it is now. I"m even going to say last year when ores like aluminium and silver were the hardest to find/see it gave them a sense of rarity subsequently it gave a reason why somebody would want to trade them around.


    If the games difficulty rate of finding ores and growing/finding food were higher players would feel the need to trade/buy & sell more.



    right now everybody can grow super size farm in a matter of 1 day of gaming.
    everybody can find mitril gold cobalt anything really fast, nobody needs anything from nobody unless they're in a hurry.
    As long as theres no difficulty in getting something yourself there wont much value in trading.



    Just like in real life its hard to make something like for example a phone yourself because finding the resources yourself even the equipment to make it is hard. so you go out and buy it.
    same should apply in RW if one would want an economy in game.


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    At Freaks R US we've been running an economy for close to a year now (Skynet w.i.p website) in fact it was Skynets birthday 2months ago.
    You can only attract a flow of money when you're offering something people cant get on their own or are having a hard time getting on their own.


    Its easy to sell stone to players who just want to build, -> builders who build stuff for players that just want a nice place while they farm -> farmers who sell their crops to those who go out mining -> miners who bring back the stone to those who like to trade stuff -> merchants sell back to the person who only likes to build. <<<


    full circle^ is what ive been experimenting with and only since January been seeing an increase in commerce activity once we started a marketplace to kickstart it.


    What i saw was people that need something real quick but cant get it might want to pay for it.
    So this is how SKynet started out to be.


    Offering desirable services along with a currency so it wouldnt be a survival breaking free-for-all.


    BTW to set the record straight.




    back to the economy.


    We also have (NPC) automated machines where players can sell their stuff in exchange for money. money which they need for increasingly expensive services.
    Boosting farming and mining activity because now theres a point to it after youve achieved all you can with vanilla RW.
    And in return rich players can afford more luxury services.



    Rising World vanilla could have a working economy it just needs to rebalance the rarity of resources and maybe even introduce character roles.
    a farmer, a builder, a merchant etc etc so a player is able to do something better than another player (have something others want).


    Hower its spinned around a few rules remain true;


    As long as life on RW is free. you wont have an economy.
    As long as life on RW is easy. you wont have a barter system
    Without a need to barter you wont reach to an economy


    I've been critisized a lot in the beginning especially since a lot of resources dont have any use but it works for us really well doing what we do.
    An economy certainly is possible but ONLY when you stick to a harder survival gameplay. ( people have to need stuff) this goes for single and multiplayer alike.

    When "settings_pvp_enabled" is set to false, there is indeed no pvp possible currently. The player "pvp" permission only has an effect when "settings_pvp_enabled" is set to true. Originally this was intended to make sure that pvp is generally not possible on servers which are flagged as "non-pvp server", but eventually we have to reconsider this approach ^^

    That sucks because Silver has built an awesome PVP Arena on the server, i was gonna place bets at the arena on my fighters.



    Update


    create custom "gamemodes" and influence the gameplay


    Does this mean.... instant PvP/no PvP switching without touching the overal flag settings =O ? It sounds like it but I was almost certain not to hold my breath.
    If so then yeeehaaa Thank you ! A lot of possibilities are opened up that way for servers that genuinly are no PvP but have little bars where fights are as a natural way of socializing ;p


    if not then Thank you anyway ! But what about a semi-pvp or limited-pvp flag ? anything that would offer a way to have a controlled level of pvp but not be labeled as being all about pvp.

    btw are there any new lua and/or restful api's to play with yet?


    Thats odd.. There was never any talks about new lua or restful api's.


    Or we need an update on what the current plan is::

    we have an important announcement regarding Lua: It's our intention to discard the current Lua API and move to a Java based API instead.


    ^^^^
    Which is the original plan since last year :) damn its gonna be cray cray when that drops :love:
    That discussion was HOT last year and hasn't seen any sign of changing course into another api or back to lua.
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    Not meaning to de-rail (edit: I swear that was non intentional)


    LMAO i see what you did there!!
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    I'm loving the buckets! seriously now players have the freedom to get water where they want without having to wait for an admin :thumbsup:
    whooooop whooooop now with canteens i wish the desert biome had an effect on thirst 8o

    YES.


    Right now there's way too much available. Once you had your first seed its easily and quickly able to be replicated and expand mostly because there's no special restrictive requirements and the biggest factor being that its too quick.
    So growing and scavenging for food isn't much of a "survival" challenge at all.
    In fact there's no challenge in it whatsoever. just a little task on the "survival" list.


    A lengthened growth time is at least a step in the right direction to make it more of a challenge to farm your own sustainable food source. Planning ahead of what can be planted and harvested the fastest while others are a good investment over time. just like real life food doesn't grow in a matter of minutes, it would make sense to keep going into a more realistic balance.


    There's no water needed for farming, no fertilizers, no insects eating crops away, no animals stealing crops, no seasons.... at least lets have "time" as a challenge. We gotta have a more challenging survival game. Its one of the reasons why most players get bored with the game, because everything is easy obtainable once you get started with it.
    I'm still not happy with the increase of ores spawning rate either.

    Horses @ArcticuKitsu ? Darnit, it changed again lol ?


    i read dungeons > playermodels (this summer) > rail system
    but then again my source is outdated :P



    Apr 3rd 2016


    Keep up the good work you guys @ArcticuKitsu & @zfoxfire keep the community on the forum alive :thumbsup: