Author Topic: 4 different types of quarantine  (Read 1436 times)

Offline dale "dalewj" ofj

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4 different types of quarantine
« on: February 15, 2014, 03:47:33 pm »
Im pretty sure the devs said they want a total of 4 diff QA's in game by the end.  I had a thought that each one should have different 'punishments' for their area.  Like we have the one in the North East.  They whack rocks.  One in North West could do something that u do in the north west .. fish.. build something.   The south west can gather oil and water  the south east can gather I don't know opium and mer. 

what they do is not exactly the point, the idea that a newcomer can choose by where they join the game by the punishment they take in the Qa area...  could make for a great beginning to newcomers...
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Offline Gebeleizis "Hultaan" Kapnobatai

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Re: 4 different types of quarantine
« Reply #1 on: February 15, 2014, 05:31:15 pm »
yeah nice idea to have 4 different Qarantine, and each one to have his own resources for pnotes
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Offline Zen "ZenX" Star

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Re: 4 different types of quarantine
« Reply #2 on: February 16, 2014, 12:24:14 pm »
I didn't think Quarantine was a punishment?

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Offline The "Fifth" Entity

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Re: 4 different types of quarantine
« Reply #3 on: February 16, 2014, 03:25:32 pm »
Oh yes, forced labor to get out of the concentration camp can be a pure pleasure. Provided u aware you're a brainless mankurt who badly needs this rehabilitation program.


Glad to see some of us get it right. Others, get back to work, nothing to see here!




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Offline Jarod "Brickwit" McBrickerton

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Re: 4 different types of quarantine
« Reply #4 on: February 16, 2014, 07:03:20 pm »
How about if each QA (quarantine area) required entirely different professions?

QA1 (NU) is obviously for miners so they trade unrefined rocks for PNs but there are crafting terminals and slugroaches and other low-end mobs as a change of pace. Since unrefined resources are the cheapest to get you only get one PN per trade.
QA2 could be for refiners that will trade refined resources for PNs but there are low-end mobs and some rocks for a change of pace. Refining means you have to get the ores somehow, then pay for the refining so it's more expensive than turning in unrefined rocks so you'd get two PNs per trade.
QA3 could be for hunters that will trade slugroach corpses for PNs but there are other low-end mobs and some rocks as a change of pace. Weapons are more expensive than picks and rocks but they also last longer so you'd get two PNs per trade.
QA4 could be for crafters that will trade low-end crafted items for PNs but there are low-end mobs and some rocks for a change of pace. Crafting different items is more expensive than the other three (unless only the lowest items are required) so you'd get one, two, or three PNs per trade depending on the item traded.

You could still pay 100 AWD or trade 100 PNs to buy Citizenship and you could go to any of the four at any time, but people that enjoy crafting over hunting and mining would be able to start in QA3 or QA4 while people that enjoy hunting most would be able to start in QA2. And Citizens would be able to travel to any of the four to get their own resources, items, and PNs.
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Offline Event "Janе" Horizon

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Re: 4 --> 3 different types of quarantine
« Reply #5 on: February 16, 2014, 11:13:49 pm »
This is what has been said by Dedicated Logic on 31 May 2012:
"
In current world, there will be three quarantines, with high-level PVP areas between those. Different regions will have different resources and the craft will be separated, so the "couriers" will be demanded profession (there will be server-powered system to give job to someone like "transfer this box from New Urengoy to Bahrain for 100 AWD").
"
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Offline dale "dalewj" ofj

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Re: 4 different types of quarantine
« Reply #6 on: February 16, 2014, 11:54:01 pm »
ah ok 3 instead of 4...  but still I like the idea that they are different
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Offline Zwarka "Zwarky" Stonehenge

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Re: 4 different types of quarantine
« Reply #7 on: February 17, 2014, 12:23:58 am »

At least there should be some way to choose
the Quarantine Zone you enter with a new
Account.

If you tell a Friend about the Game and won't
be able to play together, because he arrive at
the other Side of the Map, it would be unlucky.



Greetings - Zwarky
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Offline dale "dalewj" ofj

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Re: 4 different types of quarantine
« Reply #8 on: February 17, 2014, 12:35:41 am »
nice point zwark.. which gives me the idea.  Maybe u can give us a link so that the downloader automatically sends the newcomer to the QA we want them too.  so we can send people to download the game and they will automatically land where we are.....
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Offline Event "Janе" Horizon

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Re: 4 different types of quarantine
« Reply #9 on: February 17, 2014, 01:02:08 am »
nice point zwark.. which gives me the idea.  Maybe u can give us a link so that the downloader automatically sends the newcomer to the QA we want them too.  so we can send people to download the game and they will automatically land where we are.....
Wouldn't that skew the QA populations to where the main population is rather than whatever the planned distribution Dedicated Logic intends?
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Offline Jarod "Brickwit" McBrickerton

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Re: 4 different types of quarantine
« Reply #10 on: February 19, 2014, 09:45:58 pm »
Quote
In current world, there will be three quarantines, with high-level PVP areas between those. Different regions will have different resources and the craft will be separated, so the "couriers" will be demanded profession (there will be server-powered system to give job to someone like "transfer this box from New Urengoy to Bahrain for 100 AWD").
This doesn't indicate any desire by DL to create any kind of artificial balance - or lack of it - between the QAs. They could just be providing variety for newcomers while also bringing back the courier system and creating a new kind of challenge for citizens.

I think a better way to allow a new player to choose where to start is with an in-game description of the different areas and possibly a player search tool.
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Offline Zen "ZenX" Star

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Re: 4 different types of quarantine
« Reply #11 on: February 20, 2014, 01:40:55 am »
Or, allowing non citizen newcomers to transport via a portal between any of the 3 Quarantines.

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Offline Jarod "Brickwit" McBrickerton

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Re: 4 different types of quarantine
« Reply #12 on: February 26, 2014, 09:29:07 pm »
Good thinking. It would create a lot more variety if newcomers were able to use the transporter between the different quarantines and would probably be a good way to get them to stick around longer. The single QA1/NU starting area has been a turn off for new players since QA1 was first introduced and I'm not sure I would have been able to stick it out if that's how I had started. Allowing newcomers to leave NU is a nice change but it seems like a temporary measure based on the entrance/exit buildings.
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Offline Event "Janе" Horizon

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Re: 4 different types of quarantine
« Reply #13 on: February 26, 2014, 11:18:06 pm »
Allowing newcomers to leave NU is a nice change but it seems like a temporary measure based on the entrance/exit buildings.
I do not see this as a temporary measure. I believe Newcomers are encouraged to explore the world as indicated by Newcomers getting 50 free clones per outpost they visit (Newcomer: free 50 additional clones)
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Offline Jarod "Brickwit" McBrickerton

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Re: 4 different types of quarantine
« Reply #14 on: February 27, 2014, 12:20:39 am »
Oops, I forgot about that point.

It seems odd to me that the story for AW talks of needing to rehabilitate newcomers in quarantined areas when those areas don't act as a quarantine of any kind anymore. A quarantined area is supposed to prevent passage through its borders without some form of cleansing or protection process. NU has two entrances, each with a massive door/gate (or what looks like a door or gate) that can be easily skirted by walking through a set of smaller personnel doors without any kind of processing. The only thing these doors keep in or out is mobs but there's no difference between the mobs inside NU and those outside except that you don't find the highest maturities in NU.

Or has the mob situation changed in NU? Is it like AWA's QA1, with only slugroaches now? This is one of the more frustrating things about AW: we have no idea what the devs are planning on doing with just about anything. We've got a few vague hints and even fewer real details, but not enough information about the plans for most of the systems.
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