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Star Citizen: What Organization Tools Should Be? 

Ray's Guide
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I take a broad look at the subject of org tools: The scopes of various tools and the types of orgs that should be given tools.
0:00 Introduction
0:17 Orgs 2.0
1:45 Scopes of Org tools
4:44 Types of Orgs
7:56 The Org You Don't Want to Enable, the DICC
9:04 Does CIG want really large orgs?
9:39 Give-Away
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16 июл 2024

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Комментарии : 220   
@crystallkingh3048
@crystallkingh3048 Год назад
I'd love the ability to request fuel exclusively from the fuelrats, it's a nice way to vet who is a genuine refueler and who is just a DICC
@nydabeats
@nydabeats Год назад
All that sounds great but honestly I would settle for: Org name tags (like a cod clan tag), in game ability to invite and manage the org and send them a link to our discord. I could live happy with just that. But if we can get to org shared resources and ships that would be great too.
@shufadragon
@shufadragon Год назад
The first things that came to mind are ONE CLICK to invite all Org Members to a party and the ability for any party member to suggest to the leader someone else to invite, then the leader gets a simple yes/no button. Good call on asynchronous teamwork support framework, AKA something that works with international / night shift members. A big D.I.C.C. group is possible to rule when the small group doesn't have the tools to metaphorically, out maneuver the large group.
@c-mcd7618
@c-mcd7618 Год назад
Loved the DICC example. And hopefully CIG and other orgs will prevent that from happening. I would still like a way for people to share their ships with their org(s). If that can be done; then Orgs wouldn't necessarily need to own any ships. Except maybe for ships that require a minimum crew of more than a half dozen and can not be stowed (despawned) like a Javelin or Bengal.
@angustaylor3200
@angustaylor3200 Год назад
i really like the use of DICC as a stand in instead of mentioning giant orgs from other games
@RaysGuide
@RaysGuide Год назад
Yes, that would just invite flame wars rather than discussing the actual issue.
@gboogert
@gboogert Год назад
Clear distinction between te tool types. Valid standpoint on big org's and DICC's though there is plenty of agency for players, if you forgo the org fleet and org bank, to split an org or leave to another. My current org already sees this happening where if the general direction the org is headed is not to everyone's liking a group of those players will split off and form a new org on it's own. When the org made clear they wanted to be more informal than milsim the milsim enthousiasts gather together and formed a new org with stricter hierarchies and a heavier milsim focus. When combined arms became the focus we saw a lot of fighter pilots shift into an org focussing on that. And recently we had a group of friends decide they felt the org was leaning too much towards supporting content creators and scripted events where they were more casual and unscripted so again we see an amicable split. The orgs still support eachother and help out eachothers members if in need but it does open up other things as well. The increased player caps are now allowing for org versus org events, from races to battles so if an org is trying to become a DICC then it is possible for other orgs to band together and deal with the situation.
@mattp1337
@mattp1337 Год назад
This seems like a decent first scratch at the surface of this topic. I'm glad you touched on alliances and cooperation networks between orgs, because that probably deserves to be an org type unto itself, and is perhaps the one enabling feature that allows small orgs to survive and thrive. Otherwise there will be an authoritarian tendency toward who can assemble the biggest D.I.C.C., and that will create loads of drama of the (mostly) bad kind. With alliances and cooperation networks, there isn't pressure to have an org that encompasses all facets of gameplay, and small groups and solo players can find an operational niche that matches their play style and commitment level. Even predatory players and D.I.C.C.-tators will agree that scaring away casual players is bad.
@ricardop5892
@ricardop5892 Год назад
Is great to have someone who is addressing the topic. I'd really like to see a solo player fuck up org's strategic points, bypassing a DICC using low-sig (stealth) ships and loadouts.
@thunderace4588
@thunderace4588 Год назад
In any multi-player online game like Star Citizen, there are bound to be some people who for whatever their reasons will want to form organizations like the Dominance Interstella Control Council or D.I.C.C for short. Thank you for making this video for us Danny.
@CyberiusT
@CyberiusT Год назад
Re: "Informal Orgs"~ 5:00 : For me with a fubar circadian, playing at the same time on two consecutive days can be a challenge. But also, anyone with a life is going to have more things demanding time than mentioned here: the dog messes on the floor and you have to clean it up; the phone or doorbell rings; you need a piss... And a million other tiny things. This is why I either play alone, or with trusted groups that can guard my lifeless toon while I do whatever, or just don't do online crap at all. I *need* my pause button!
@ShadowOfHistory-wn1xh
@ShadowOfHistory-wn1xh Год назад
Speaking of DICCs, it is indeed spot on insight. I had same problem in both sandbox and non-sandbox game, where some community was dominant enough to make game not fun for everyone else. Mortal Online 2, Crowfall. It often even comes to them making "alt orgs", like DICC2 to overcome player caps and still use vast player numbers to funnel resources to same top 10% of diccs.
@jonipalosaari5443
@jonipalosaari5443 Год назад
Organization Credit account would be nice and somekind of organization hangar where you could fetch a ship that you need when ever you need if it available and not on run by some DICC.
@roughgalaxy7990
@roughgalaxy7990 Год назад
One of the biggest things I want to see for Org tools is being able to automatically be slotted into a server with the majority of people from your org (it'd do wonders for them PvE folks to easily ask for a security detail). No one wants to have to deal with D.I.C.C.'s unless of course... it turns into some kind of huge pvp event which could be fun for some people, but I think it'd end up doing a lot of damage first.
@moonfly1
@moonfly1 Год назад
AS SOON AS I SAW DICC APPEAR ON SCREEN, I knew that would be the word 😄
@sebastianklaus1483
@sebastianklaus1483 Год назад
Your DICC example is both poignant and hilarious! I think it does a good job at putting things into perspective. Great work as always!
@whoisj
@whoisj Год назад
lol, I was in tears when you did the "everyone's a DICC" part 🤣🤣
@nemesis851_
@nemesis851_ Год назад
Your description is completely spot on, for Friends group, and OnDemand limitations
@AnthonyArndt
@AnthonyArndt Год назад
I was multi-tasking, catching up on Spectrum and /StarCitizen on Reddit while also working through my RU-vid "Watch Later" list... so when I first hear you talking about D.I.C.C... I had to go back and rewatch that part since I clearly hadn't heard it right the first time. My wife and I have both been gaming since the pen and paper days of our early teen years in the '80s and '90s... and that's probably damaged us.
@nerfedgod
@nerfedgod Год назад
I joined a big DICC coalition that has many small orgs like mine. That way we'll be able to enjoy mass content while keeping our small gang identity.
@KageShi
@KageShi Год назад
The org features I want to see is ship assignment (assign ships to be spawnable by org members), The ability to assign access levels for org members to ship function access (limit lower ranks from secure locations), Org Treasury would not be a bad idea as a whole but could be abused. I have a section within my org for FuelRats and now that you mention it will soon also have salvagerats and repairrats. Thanks for the idea.
@renegadeceo
@renegadeceo Год назад
DICC: Star Citizen's home grown Goon Squad. I cant wait to see the Fuel Rats come out in Pyro. They deffo need custom livery for their ships.
@robertvohs1699
@robertvohs1699 Год назад
i do love the acronym for Dominance Interstellar Control Council, D.I.C.C. wish i could come up with an org that original that fits the topic of this conversation. that was well done Ray. love the guides. thank you for the time you put into it and i know i am not the only who appreciates the topics.
@balltoball1
@balltoball1 Год назад
I think the devs have already discussed having a permission system for captains, and possibly orgs as well, Would make sense that the same system that allows a ship owner to assign a captain, xo, engineers, gunners, security. Would also allow an org to create and manage org ranks and permissions
@profdecoy
@profdecoy Год назад
Definitely agree that need some way for countering the DICC orgs and keeping them under wraps.
@fardreamer1576
@fardreamer1576 Год назад
Well done, coming up with that DICC acronym! It's a sticky one that's hard to forget.
@peterweir266
@peterweir266 Год назад
Im liking your thought processes and provoking of discussions around these topics, and I hope that CIG take some of them onboard. I'm really enjoying your content Danny. Thank you for not being a DICC creator.
@whamo_3
@whamo_3 Год назад
Maybe I'm in the minority here, but I'm less interested in further org tools at this point, than I am about having in-game representation/integration of orgs. The CS and rep changes would be so much more interesting to me if they were brought in alongside some T0 org implementation that lets orgs align themselves with the powers that be already in the game (the corporations, UEE themselves, 9T, etc), while also not making that some hard alignment where players repping a given org can't do crim things in a UEE org. SPK with the new CS clearing changes would also be a great testbed for having specific key outposts ‘capturable’. If you control SPK via ships and someone in close proximity to the central term, you control it and NPCs of your org’s alignment to the bigger factions spawn, along with missions of heavy incentive to clear your org out. Regarding DICCs, CIG would have to be careful to disincentivize/prevent long-term holds like JT can experience - but having player-controlled locations is incredibly important for sandboxes, and the lore is already there to support players coming in on behalf of the larger-scale factions and taking control of those locations. It feels like a missed opportunity to not be looking at this during the CS/rep overhauls, given it would lead nicely into Pyro as well. All the org tools discussed just feel unnecessary until there are real in-game systems that heavily incentivize org engagement. And of course, CIG doesn’t really have a reason right now to prioritize this, as they don’t view it as foundational tech needed to move the PU forward immediately - frustrating imo, but I can see where that comes from in relation to meshing/PES/quanta.
@Tainted-Soul
@Tainted-Soul Год назад
I love the way you said D.I.C.C. lol and its the way I feel about the super big orgs taking over events etc.
@g8trdone
@g8trdone Год назад
I never heard of a DICC before. ThanQ Danny of Ray's Guide!
@JasonGranzow
@JasonGranzow Год назад
this whole video was worth the watch but the DICC joke was worth it all on it's own.
@51ghardy
@51ghardy Год назад
I see your point and I especially want to avoid orgs that demand a rigid work-like structure. I work all day and I don't want to work for fun in the evening. I also don't want org drama. I have been in DICC orgs and I have been in small orgs that were just as bad. It's supposed to be for fun.
@Talhern
@Talhern Год назад
I know of toooooo many games that have a DICC org/guild. Awesome example and even better observation.
@DaringDan
@DaringDan Год назад
Your work is always top notch, Danny. Cheers.
@erickruller4266
@erickruller4266 Год назад
Thank you for shining light on 'play styles' that include needing to mesh real world 'on call' responsibilities with the desire for game time and that there are plenty of players that have no desire to be another DICC. Great video.
@Beogoat
@Beogoat Год назад
Hopefully there's not going to be any DICC organizations as Star Citizen develops further. Thanks for addressing this important social concern present in all MMORPGs!
@kentpalmer572
@kentpalmer572 Год назад
I really think the Org content is greatly undervalued by new players and large D.I.C.C programs.
@avadonis_rahnubis2014
@avadonis_rahnubis2014 Год назад
I intend to run an org based upon a combination of a few systems in order to ensure that it is enjoyable to all members, it will be styled around a military standards and systems and a bit of democratic governing, The Military aspect will create order, honor and reward in the form of rank and responsibilities. The Democratic system will bring admin, laws issuing of rewards and penalties for wrongful doings, this will be carried out by a counsel that will essentially aid in running the Org. I believe that this method will prevent any manner of Dicc-ary occurring therefore removing the otherwise numerus amount of Dicc complaints.
@Bruce19066
@Bruce19066 Год назад
DICC "Dominance Interstellar Control Council" is probably the future of most BIG Orgs
@Power5
@Power5 Год назад
I am definitely a fan of the first type. The informal org. That is basically what my org functions like. We do some stuff as an org, but we are not out there doing combat practice like A1 or Test. We just have fun together with no huge aspirations of becoming the biggest DICC of the verse. And if I start to always run into a DICC while trying to insert my ship into a cave, I would be hesitant to even try any more.
@tevarinvagabond1192
@tevarinvagabond1192 Год назад
The thing is, I feel like Ray had some bad experience with the 2nd and decided that there's only 2 categories, but he missed the 3rd in-between category: Flexibly Structured. This is how MY org, and a good deal of the GOOD orgs, do it: we have a space for people to casually be a part of things, there's no gameplay/activity requirements and you can be as active or as inactive as you want. If you're new we always have people there to help you out, or say you're not new but unsure of how a particular thing is we have people to help for that too. Then we have a small ranking structure that is optional for people to go through, and the first part is actually just basic gameplay training to help people actually understand the game and master it at the basic level. Even going through the ranks there's no commitment mandates, we always have casual events throughout the week but also 2 or 3 "official" events throughout the month that are more serious and require people to have gone through the basic gameplay training at the very least so we can know they have the basic skill to rely on them; it's not to gatekeep gameplay, but to respect people's time as if you don't know what you're doing it creates wasted time and needless deaths that further waste time for everyone else. In the future on release we plan to keep this system, having that larger group at the bottom of people that just chill and play when they can, and then slowly people trickle up when they want to do more and have organised gameplay, nothing is forced and it's all voluntary as a result. Perfect system between the two Ray put out, and I think it's orgs like THIS that will stand the test of time unlike groups like...Test Squadron
@rensolsen4400
@rensolsen4400 Год назад
I could see something like DICC being interesting if the other game structures would go after them. An example, if DICC is an unlawful org, rep with DICC would play against rep with the UEC, Orison sec. and so on, to the point they would become hostile and access to their resources like starports would be denied. This could happen once capital ships and player settlements are in the PU. As an independent player or a player from a lawfull org, we would be directly tasked by the game to counter as if they are a man made 9Tails. So the game could provide tools to allow orgs to grow in prominence and tools to knock them over back to basics. Then its gameplay.
@LucidStrike
@LucidStrike Год назад
Yeah, it's interesting that he didn't mention NPCs at all given that the 9-to-1 thing has been presented as a systematic approach to soft capping player org power.
@jurassicpeter
@jurassicpeter Год назад
I think org-hangars should be a thing, but it should be on a loaner basis. For example, say I own a Javelin (I don't) I can't possibly solo that ship, so I join an Org, make my Javelin available in the Org-Hangar so that it can be retrieved by the Org. Now if I want to leave the Org, I should be able to go to Asop, transfer the Javelin back into my personal hangar and leave, or just have it auto-transfer back to me once I leave the org.
@LucidStrike
@LucidStrike Год назад
But what about orgs wanting to pool resources?
@RaysGuide
@RaysGuide Год назад
@@LucidStrike But part of that problem is that once you open that door it confers such a great advantage that all orgs feel pressured to do the same. If you just let people contribute their personal ships for org use that still can make a large fleet available but reverses the phycology. The players don't have to keep the org happy to keep access to the org assets, the org has to keep the donating players happy to keep access to the org assets. Get demanding on the captains and the captains leave and take their ships with them.
@chabberwocky9105
@chabberwocky9105 Год назад
I'm still trying to decide what type of ORG play I'd like in SC. While something like DICC is great to enable large org v. org battles; you're right that it takes a big time commitment. While I do have many hours playing, the time is very variable and can be interrupted randomly just like you described. Thanks for putting this video out!
@Tsudico
@Tsudico Год назад
I think it's important to point out that while Org 2.0 hasn't seen the light of day, Reputation 2.0 did. That gives a big indication of how CIG wants things done in the Verse. I believe that Reputation is the way CIG will limit the size of Orgs in an organic way. Each player and Org will have reputation with the different NPCs and NPC Orgs. Things that the players do will not only affect their own reputation with other Orgs, but will adjust the reputation of the public Orgs they belong to. This will have interesting effects on player Org sizes and focus. Very structured PMC Orgs may be able to be fairly large as long as they keep the players within the Org disciplined, but that may also mean that they will have to pick which NPC Orgs they will align with and possibly limit their range of operations. PMCs that are aligned with the UEE will likely have more range than PMCs that chose to support smaller NPC Orgs. PMCs that are more opportunistic and care more about financial gain may find it more difficult to operate at bigger scales if their members are not aligned in which factions to support and their reputation suffers overall due to that. Commercial Orgs will likely also need to focus on specific trade partners. While vertical integration of elements such as mining, salvage, refining, and trade might allow a Commercial Org to have a larger player base, if they also include their own security forces it is possible they will reduce their area of operations if they are not carefully minding the reputation of the Org. Many Commercial Orgs might decide to separate their Org into smaller more job specific Orgs to maximize the reputations they can get from associated NPC Orgs. I think Illegal Orgs might have the biggest difficulty on growing in size unless they severely limit their area of influence or grow with enough force to overcome whatever gets thrown at them. If they align with known NPC Orgs that are also into illegal activities it will help, but depending on the NPC Org they chose to align with, it may limit their growth opportunities (unless the Pirate Org as a group decides to change allies). Pirate players could chose not to align with their Org publicly, but then the Org would not be able to gain reputation with illegal factions which could be detrimental to an Org trying to do group activities. If reputation can be successfully used to limit Org size, then I think issues like fleet management and finances are also much easier for CIG to handle. CIG could expand the permission system to allow players the option of making ships available to not only party members but org members as well. The ship would still be owned by the player, but their org could use it as long as it is loaded in the shard. Similarly, the existing system of transferring aUEC can be used by the Orgs if they want to charge dues or anything. It would be up to the Org leadership to keep track of funds. While having a separate account for the Org specifically would be nice, it does open up the possibility of abuse like mentioned in the video so I could see why CIG might not allow the ability for Orgs to have their own account. At the end of the day, it is up to each Org to police its members to make sure abuses don't happen and I think that may be easier if Orgs self regulate their size due to the Reputation system.
@RaysGuide
@RaysGuide Год назад
Reputation is a good feature for limiting org influence, but might make orgs even more demanding on individual's play, such as 'we want to have a high influence with These Guys so everybody MUST have the highest possible reputation with them OR ELSE!
@FriedBaconRPG
@FriedBaconRPG Год назад
i see what DICC did on that ship explosion on the video 👀, pretty neat skills
@eparock
@eparock Год назад
dominance interstellar control council or DICC is a brilliant term you came up with Ray!
@LordBeef
@LordBeef Год назад
Honestly, one of my biggest concerns with SC has been the possibility of large DICC organizations ruining the fun for others. People get into power trips; I’ve already seen it in some orgs.
@GremlinBay
@GremlinBay Год назад
"Dominance Interstellar Control Council" as stated in the video, i belive being able to see where your group is locaited is super helpful when coordinaiting groups to achive something. Also important that this should be able to be switched on and off at player descression. at minimum one should be able to at least be able to join multiple parties (within reason)
@MarkMT
@MarkMT Год назад
I can understand the reserved position on having weird/"fun"/obscene/trolling names for players and Orgs. It can both be annoying and un-immersive for most players... I have personally run into a player called A$$hat45 once and it threw me off a bit and I laughed, but it also immediately took me completely out of the immersion. I guess it would be the same for any such odd name or acronym, maybe like BIG DICC John, although that might just be a case of compensation :)
@strykerreaper9995
@strykerreaper9995 Год назад
Oh man i really love that this game is not filled with players who are DICC s. The community is so great.
@Ghazlawl
@Ghazlawl Год назад
I'm sure there are plenty of things that CIG wouldn't like to see in the game (political paint jobs, toxic interactions, etc) but the DICC really takes the cake on this one!
@Komaeec
@Komaeec Год назад
Great essay as always! Thanks for letting me know what i dont like: DICCs xD way to go!
@mattiber2558
@mattiber2558 Год назад
I like your talk of structured/unstructured playing. I would like to befriend an Org and support by small trip here/there to pick up a QT or Cooler components, bring new recruits to ships, or drop members at a "convenient" site, doing my thing until requested for any of the above.
@ASimpleInternetUser
@ASimpleInternetUser Год назад
A lot of good points there. I've previously been very excited for orgs, but I haven't had any extensive experience with other games that have them. I don't wanna be surrounded by a bunch of DICCs, but I do want more convenience when it comes to organizing my group sessions. What about at least in-game notifications when your org sets up an event, so you don't have to rely on 3rd party communication programs like Discord or Slack? But then, the C2 of worms has already been opened by then... 🤔 We'll just have to be patient
@kevinm3751
@kevinm3751 Год назад
You dont need to spell it right to know what DICC really means! Great video and makes a lot of sense!
@DamonCzanik
@DamonCzanik Год назад
CIG said Org tools was part of the things for the road to release video. We have full persistence in 3.18, and server meshing in 4.0. After that starts dynamic sever meshing. Everything else they talked about is done except..... Org tools. I think we'll see some org 2.0 stuff after 4.0 and before dynamic server meshing.
@RaysGuide
@RaysGuide Год назад
I think that they are committed to dynamic server meshing first and SQ42 first of course.
@AnEmortalKid
@AnEmortalKid Год назад
Idk how you came up with DICC but it was great 😂
@blaineconner8929
@blaineconner8929 Год назад
Dominance Interstellar Control Council or DICC for short. I want to find a group of players who play often and are laid back. I've been mostly playing with friends from my in-game friends list, and it worked fine, but sometimes they are not on, or they are out with another friend. I would prefer a more structured session in the future that way I could work toward a goal and not have to be all alone in space.
@huntlymcdonell2611
@huntlymcdonell2611 Год назад
DICCs. Thanks mate.
@pablofiasco2
@pablofiasco2 Год назад
Yeah, i think that if they go the DICC route, id have second thoughts of sticking around in Starcitizen, id much rather have the "informal collection of friends" type Org (hmmm...or ahould it be a "collection of Informal Friends", or "COIF"? I think we should all strive to be well COIF'd players.....)
@Bob-jy6hm
@Bob-jy6hm Год назад
"DICC" org. The whole org subject is fascinating for so many reasons. My two cents on the topics of your video: 1. Org tools. I wonder why is there so much room for speculation '10 years' into development of this MMO? 2. Org types. I agree but orgs need not be so black and white. Already I've seen orgs where members can categorise themselves into: dedicated, casual, etc 3. DICC orgs. True CIG won't want players quiting but so far they are very supportive of full loot open PVP. The TOS only forbids spawn killing.
@RaysGuide
@RaysGuide Год назад
That is why org tools must include org alliance tools. Why the subject of Org tools is so ill defined is because of the feature creep factor and the can of worms
@nemesis851_
@nemesis851_ Год назад
Morning Daniel, ORG management is a massive undertaking all unto its own monster
@nobleruin9911
@nobleruin9911 Год назад
If the player to NPC ratio is 1:10, l think the Quanta system and NPCs will prevent a D.I.C.C (Dominance Interstellar Control Council) from actually dominating a particular resource. Could be wrong, but if a large D.I.C.C locked down all of the Quantanium in a system/area, then eventually more and more NPC haulers would start arriving to ease demand.
@erikneuser9896
@erikneuser9896 Год назад
I sure hope individual play will be possible. Doing small to medium jobs for a loose organization and only band together for important tasks would be the scope I'm looking for. Tasks such as kicking all those DICC people in the...
@chrisajokinen
@chrisajokinen Год назад
Good points. I do not agree with the making the tools not scale well. As for dominating, I think there are other ways to deal with it. Mining and trade routes would be easy to control as CIG has already stated that the player base will be 10% of the NPC base. For Piracy, NPC pirate ops will be bigger and focused on other NPC pirates and protecting their territory. Something that PC pirate orgs will want to have access to like lawful players will want the UEE providing access and protection to their assets. I still think player owned communities will one still be much smaller than NPC and will always be vulnerable. I recall a massive fleet in EVE online forgot to pay the rental on docking for the org and all their ships where undocked and exposed. I think CIG could provide a very simple org experience with lobby, chat channels plus a ship and/or org call sign/patch. Being able to recognize an org mate in game would be nice.
@SolaAesir
@SolaAesir Год назад
I'm not sure the alliance thing really helps cut down on DICC orgs, since the alliance itself can be DICCs. Just look at Eve alliances. The things that really stop groups like that from taking over are limits to the upside of having more than anyone else. Limits to the size of battles so that groups can't just throw a thousand players at every problem. Limits to the ability to capture and maintain outposts once we get the full galaxy in and orgs are holding areas for themselves. Limits to the ability to completely capture certain resources (e.g. form monopolies). These are what prevent groups from taking over the game.
@-NateTheGreat
@-NateTheGreat Год назад
Nice Explanation about orgs and yes im not a fan of DICC orgs and their demands and ultimatums.
@Warius5
@Warius5 Год назад
This is something i had thought about too, as the UEE is far stronger and larger than any player orgs and there isnt enough room in lawless systems or reasosns to actually have control in them. I made a reddit post talking about how we can still have large org battles/ wars over things without getting in the way of the lore. Make it not like an eve system where you actually control the systems, but more of a mid world (kinda like underworld criminal stuff, but a level up from that so that criminal gangs etc are still there) where it acts a bit like gang warfare, where orgs dont actually own systems, or stations etc, but can gain influence/ control over them. 'Controlling' a station or other POI will give that org benefits at that station, maybe income, cheaper repairs etc etc. But have the Quantum wealth' tied to those benefits, so that the org is responisble for keeping that station happy; eg stopping ai or player pirates stopping shipping and other facts. As well as changes in the economy wil, this means that certain areas will be highly valuable and heavily sought for, meaning bigger orgs will go for them, leaving the smaller orgs to go for others. But obviously if a player org is controlling too much area criminal org is using one and the wealth and crime gets high, the UEE will then send a fleet to displace them, causing dynamic movement of player orgs as they're forced to come and go. But ultimately this doesnt affect the normal players really, but This plays into how the UEE is stretch thin, and essentially players can become the Bremen Defence force for certain areas. It creates oppourtunity for dynamic conflict, and allows some of the more specialised orgs to be hired for particular attacks or defences, as the controllable areas will be different. Obviously this is basic, and base building and other factors will need to be thought about. Idk if you will read this, but if you do it be cool to see what you think, because it is supposed to be a dynamic mmo, but they havent got much actual sandbox mmo type things actually talked aobut.
@RaysGuide
@RaysGuide Год назад
The main thing that you want to avoid is to have an Org that can make a credible threat of "Join us or we'll make your life miserable". That's what I meant by DICC tactics and DICC ultimatums. If an Org controls a base or some remote former outpost. But if they reliably can blockade the jump tunnel or Ruin Station it might start to feel coercive.
@Warius5
@Warius5 Год назад
@@RaysGuide well there’ll be enough systems that if there’s a particularly strong pirate org presence in one place you can just go to another one. But lawless space is lawless so it’s kinda the game at that point if a large org has taken over and is stopping people because there’s no UEE to get involved. What my idea kinda avoids having player vs player conflicts be in uee space, means people who are coercive and forcing will negatively affect their ‘area/station’ causing UEE to get involved
@KickassShow
@KickassShow Год назад
oh i don't wanna be a DICC... hey thanks for the video, man. i now know what kind of org I'm looking for in the game :)
@ludonarrativedissonance9802
Point well made: this is one of those topics that is not as simple as it may first appear. How do you spell unintended consequences? DICC looks about right...
@scribblescrabble3185
@scribblescrabble3185 Год назад
I agree on tools for forging alliances to be important, but I fear that many tools are going to be external. Especially through communications and logistics (who can at what time and what can the player contribute) CIG won't have any influence on the size, since those as I expect will be done through third party tools mostly. I wonder how CIG could prevent dicc-tatorial mega-orgs from forming. It won't be an easy task.
@musicuser9967
@musicuser9967 Год назад
the dicc analogy is honestly 150 IQ
@Fetor
@Fetor Год назад
Dicc makes the world go 'round
@rattamahatta2243
@rattamahatta2243 Год назад
Thanks for the laugh first thing in the morning at work. Need that. Damn DICC's...
@Stymfalm
@Stymfalm Год назад
Organized vs Professional vs DICC is a difficult distinction for a lot of org leaders to make
@Cysmoke
@Cysmoke Год назад
The management of orgs software could be externally developed. The better the structure and communication, the more effective an org can be. We’ll be swamped in D.I.C.C.
@Ultrajamz
@Ultrajamz Год назад
I think orgs need caps or they should be capped in the shard matchmaking so zerging isn’t so easy.
@ChaosGabriel
@ChaosGabriel Год назад
I don't want to DICCtate to CIG what they should build first, but true, we need org tools. 🎉
@Adam-vo6yl
@Adam-vo6yl Год назад
Heh, I appreciate your take on orgs. I too would like to avoid the DICCs inserting themselves into SC. some basic tools would be good plus a way for org reputation to be a game system.
@istvan5674
@istvan5674 Год назад
I've already seen evidence of DICC type orgs in the 'verse. So far they have been limited to dominating Jumptown. I don't want SC to go down the route of EVE and I hope that CIG doesn't support org treasuries and fleet ownership. I joined a PMC service type org back in 2017 but since it hasn't been active I joined a second, informal org, earlier this year. They went inactive. Whether I stay in either org is up for debate. My personal fleet of ships and vehicles is large enough to equip my own org and I need reliable, trustworthy people to crew my larger ships. My largest is the Pioneer base construction ship which takes 14 players to fully staff it, then you need escorts, and support staff such as a refueling ship. However, I'm more for informal orgs as I'm a busy guy in real life. However, that could change whenever SC releases as that should be around the time I finally retire. I still don't want to belong to a DICC type formal org as I had my fill of them in prior MMO's with DICC leadership mandating the time and way I play till I quit the games entirely to get away from them.
@drksideofthewal
@drksideofthewal Год назад
Honestly, I’m good with the current state of Orgs. Relatively small, informal, participation only for mutual fun. I don’t really care to give more power to the “hierarchy.”
@viktorgavorn4635
@viktorgavorn4635 Год назад
I don't want DICC to ruin the game. Organizations are great, but I really hope CIG give just as much thought to the players who play solo, or with a small group of friends or in game acquaintances as they do for large groups of PMCs, industrial tycoons, mining and trading guilds, etc.
@Dragotalon
@Dragotalon Год назад
Yeah I am not really looking forward to repeat of Eve Online with DICC orgs but do like the niche orgs having tools to mark players
@GreyhoundR6
@GreyhoundR6 Год назад
Looks forward to org tools, let's see what CIG has up their sleeves. Hopefully during CitCon some will be revealed, if not this year, we'll probably need to wait (shocker). Anyways, most solo or small orgs probably could avoid DICC like orgs pretty easily, just jump away.
@RaysGuide
@RaysGuide Год назад
unless the universe presents choke points, like stations, important outposts, and jump points. They are called strategic locations for a reason.
@SUSBEDSTAIN-pp8pw
@SUSBEDSTAIN-pp8pw Год назад
Fuel rats would definitely be useful especially in pyro I just hope they don’t charge you a Arm and a leg like a D.I.C.C
@ryanjt84
@ryanjt84 Год назад
First time I'm glad to see so many DICCs in the comments.
@MatteoLego96
@MatteoLego96 Год назад
DICC, yeah, we need more stuff for org.
@Marshal_Nemesis
@Marshal_Nemesis Год назад
It is a long shot naming this Dominance Interstellar Control Council but i will bite :) Lets hope we get enough content for star citizen for the release.
@TheRenul
@TheRenul Год назад
a lot of DICC groups usually fall apart cause of in fighting but I do say we need a Org system and the first group you were talking about isnt a Org but i will say that a way to manage your people in and out of the game and fleets and such is needed
@RaysGuide
@RaysGuide Год назад
Yes I know that it is not an org but a surprisingly large number of people join an org because they just want a large contact list. So having an 'org' that just functions that way, and tools that just function that way, really serves a large player pool.
@TheRenul
@TheRenul Год назад
@@RaysGuide i guess i do see the point and my org dose wind up getting people from time to time thinking an org is like a pickup group like LFG in a lot of mmos
@seotenin
@seotenin Год назад
Good Morning Ray
@electrospud9230
@electrospud9230 Год назад
the Dominance Interstellar Control Council or DICC, man I'd join that org simply because of its cool ackronym XD. Truth be told large orgs can become unweildly and if there is only one large org that will typically dominate everything unless it has a rival that has the same number of players. More to the fact that most new players tend to join large orgs thinking of protection in large number of players. But I agree that no one wants to have that single dominant faction lording it out on other factions or solo players. As a new player my initial view about orgs is the first one a casual group of trusted players who can do stuff together. Personally I'd rather have the orgs be broken down to player activity and region that way a player can know if the org he/she wants to join have people that play the same time and the same day as they play and build from that. But not going to lie watching the big orgs fight in JT is inspiring and makes me want to join up just to be a part of that kind activity. Might I propose a different description for the DICC ackronym - Dominant Interstellar Control and Commerce. :P
@RaysGuide
@RaysGuide Год назад
I thought that Council sounded more authoritarian.
@jazzgalaxys473
@jazzgalaxys473 Год назад
Your videos are so interesting ! I think i've become a DICC ted ...
@KhairulFadzlyAKarim
@KhairulFadzlyAKarim Год назад
DICC is a cool name, I wonder anyone will try to register it for their orgs.
@Rybread225
@Rybread225 Год назад
I tried being a D.I.C.C. in Eve online, and found out the hard way that I'm more built for an informal org playstyle.
@trulsjohansson6617
@trulsjohansson6617 Год назад
Maybe I'm being naive, but opposing a bunch of diccs sounds like a fun gameplay loop in and of itself.
@declinox
@declinox Год назад
Nobody wants to be a DICC, but that doesn't seem to stop them. I haven't fully thought through all the ramifications yet, but I think I would like to create a pledge of some sort that orgs could make, to keep as much org business as possible _in-game_. I have an org in mind I would like to create and run, and I would love in-game tools robust enough to allow running an org that way. Orgs that sidestep all that with out-of-band tools gain a potential advantage and also take a lot of potential fun out of the game. Already, we can meet in game, in bars, back alleys, and spaceship boardrooms; and we can send money to each other in-game. PES will give us the ability to perform dead drops, but to give us stuff to drop, we need the ability to create documents in-game. We also need persistent asynchronous in-game messaging between players. On top of those things, I look forward to more sophisticated mission management, a more robust contract system, an escrow-driven trade system where I can place buy and sell orders, and the list goes on.
@sayakakaname4866
@sayakakaname4866 Год назад
I can already some DICC s forming here and there... Namely from other games coming into SC. I'm a bit nervous once the game becomes more accessible and the player count increases to levels where the DICC or DICCs can rain hell upon a player group by deploying their uncountable number of org drones against them.
@theredneb
@theredneb Год назад
bwahhaha DICC! That was funny!! Well played!
@wyrwolff
@wyrwolff Год назад
I started laughing my ass off at the DICC jokes :) Keep up the good work Danny!
@loganwolfram4216
@loganwolfram4216 Год назад
The point you make about org hangers/fleets is very good. Agreed, all ships should be tied to individual players, it really drives home the message to the leadership that success depends on RETAINING quality players. It also keeps an emphasis on individual player advancement. As you build yourself up over time, you become more useful to the org, rather than getting to totally skip advancement by simply joining a big org. You can still be a total noob and benefit from advanced ships by simply making friends with people who own something big and expensive. Networking is something an org can help with, but you shoulf still be making those person to person connections yourself. Let's keep the game more human focused, less institutional.
@tevarinvagabond1192
@tevarinvagabond1192 Год назад
But, there SHOULD be ships owned by the org though, there's no getting around that. You can have a "quality" player and rely on him and his ships, and then one day he forgets to join for an event and suddenly you have to cancel because you relied on his ships for it - that's not fair for everyone else. Good orgs now thus only "rely" on core leadership and their ships and see anything owned by other members as a bonus helping hand. I think people are worrying too much, my org and many others have good, fair leadership that's operated for a long time and deals with drama and ego with tolerance yet firmness. We're casual yet provide a space for people that want focused gameplay and training. Not all orgs are merely disorganised mobs, or inflexible zerg legions like Test or Nova.
@Tsudico
@Tsudico Год назад
@@tevarinvagabond1192 *_"You can have a "quality" player and rely on him and his ships, and then one day he forgets to join for an event and suddenly you have to cancel because you relied on his ships for it - that's not fair for everyone else."_* I think persistence helps with this issue. If CIG can expand permissions to allow players to set ships as usable by their Org, then it wouldn't matter if the player was unable to make it to an event as long as their ship was in the verse. If they decide they don't want their ship used for an event, then they can either remove permissions (if the ship isn't capable of going in a hangar) or put it in their personal hangar so it is de-spawned when not online. Either of those would let the Org know not to depend on that person's ship for the future.
@loganwolfram4216
@loganwolfram4216 Год назад
@@Tsudico yeah that sounds like a good solution to me. So long as they all have to be registered to an individual. People of course have different visions for how things should work, I just specifically don't like the gameplay effects of institutions owning things.
@tevarinvagabond1192
@tevarinvagabond1192 Год назад
@@Tsudico The thing is, your whole argument was CIG not having such granular controls, and then your solution was to have...granular controls. That's exactly why I'm saying that we need even a basic form of allowing access to things for other members. A simple "lock and unlock" feature couldn't work as then any random person could steal the ship; a simple "grant access to so and so" couldn't work as well as then you run into the issue of any specific person not necessarily being available. That's why having the ability for org controls where you can set a ROLE (like say, a "manager") to be allowed to access something would be much better, and CIG really should implement such a thing.
@tevarinvagabond1192
@tevarinvagabond1192 Год назад
@@loganwolfram4216 Why so? The thing about running with a group is that it takes time, effort, and motivation to successfully bring people together. Pooling resources enables for simply more to be done. For example, let's take a look at having a settlement for an org - how would you do this if there were no org controls or shared resources? How would you do this without any form of leadership hierarchy and structure/organization? This is the difference in real life between a clan (with nation states being the culmination of a clan structure) vs a commune or anarchy. Nothing major ever gets done in an anarchist state..sure, sometimes you have people working together, but in the end there's no purpose. This sort of mentality leads to toxic orgs like TEST Squadron where there's no purpose and their only plan ever is to just zerg-rush everything as a mob. Therefore, to have an org settlement we need a way to pool credits together (or at the very least everyone should trust the leader and/or treasurer to keep the money for them), there needs to be direction in not only how the settlement is structured but the actual purpose and function of the settlement and what it provides, there needs to be times set when members get together to actually build the settlement in the first place, plans need to be made for future buildings for new members to live in and places to put their ships, loose schedules need to be set up so the settlement is protected at all times either by members actually setting aside time to do patrols or simply being at the base and doing their own thing (and then called to the defense as needed), etc etc. This is WAY too much for an unstructured mob to do, at most all a friend group could manage to do is make a small outpost of a few shacks that could be easily raided if the location became known, and not many services could be provided (refueling, workshops, refining, etc).
@yomigaeru4486
@yomigaeru4486 Год назад
Good questions about the DICC organizations, but I think its too soon, CIG want even bother with something like this, for another 5 years to say the least. Of course that doesn't mean we shouldn't talk about it now.
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