As we approach the Alpha 3 release date, we’ll be taking an in-depth look at some new features you’ll be seeing when the update hits later this month. Today, we’re looking at all the new changes and additions to the economy side of the game, including the market, industry, and bartering systems.
There’s only two things that are certain in this world: death, and taxes. In the case of the latter, Dual Universe implements a unique tax system that works depending on the type of transaction:
|Flat fee||Value tax||Storage tax|
|Instant buy / buy order||Yes||Yes||No|
|Modify buy / sell order||No||No||No|
As outlined above, there are three different types of taxes in Dual Universe: flat fees, value tax, and storage tax.
Flat fees are the base cost for players to operate on the market, and are a fixed rate in order to make purchases. They are calculated for each transaction, not item, so buying in large quantities will save in the long run.
Value tax, much like in the real world, is a percentage-based fee on each transaction for each player in the game.
Finally, the storage tax acts as a sort of operating cost for keeping products in storage during the selling process. They are calculated on a time-frame, as well as a variable rate. For example, let’s say I put up 100L of ore on a sell order for 3 months, the tax is 0.1 quanta per liter per month. That means I would pay 30 quanta of storage tax.
Market order modification
After creating a market order in Alpha 3, players now have the ability to make changes after a five-minute cooldown, such as changing the price of an item. It’s important to note that order modifications do not incur any additional taxes on top of the original order placed.
In Dual Universe, you’re not expected to create everything you own and use from scratch; that’s why trading is such a core feature to the game. Players are already familiar with the concept of markets and bartering, where you can trade materials, parts, elements, and more. In Alpha 3, we’re also introducing the option to trade fully-built constructs.
The first step in this process is known as construct tokenization, whereby a construct will be frozen and exchanged for a key which will act as a placeholder for the construct. Following this, the construct is frozen, can no longer be used, and cannot be physicalized.
After this, the player can trade the construct key to another through bartering. Once consumed, the purchasing player will receive full ownership of the construct. If an organization’s legate or another representative consumed the product, they can also do so for the organization, thus making the purchased construct entirely collectively owned!
Disclaimer: This game feature has to be used with caution for the time being, as all features protecting author rights are not yet implemented (such as the concept of "blueprint master/blueprint copy"). Please be aware that, in Alpha 3, if you give a Construct to another player, you'll also give him/her the right to make a blueprint of it and he will be able to replicate it as many times as he wants.
Learn how construct trading works in this tutorial video
One of the industry changes coming to Alpha 3 is the addition (and subtraction) of some in-game ores. Here they are:
|Added ores||Removed ores|
On top of this, we’ve also added two pure gasses, Oxygen and Hydrogen, and changed the tiers of other ores: Aluminium is now tier 1, Sodium and Copper are now tier 2, Nickel is now tier 3, Scandium is now tier 4, and Manganese is now tier 5. We’ve also made some changes to the naming of ores to better reflect their real-world counterparts. For example, Carbon ore is now simply known as Coal.
In Dual Universe, combining pure materials creates products such as alloys, composites, and chemical compounds. With these changes made to elements, we now have over 30 unique products in the game. In addition to this, refining ores into pure materials now creates byproducts. For example, refining Garnierite into Nickel will now produce trace amounts of both Silicon and Oxygen.
Some of the new ores highlighted
We’ve made overall changes to the crafting tree system used in the creation of elements. There are tons of new parts, and we’ve changed them from generic part names to more specialized descriptions (ex. screws, pipes, electronic components, etc.) for more realism during the crafting process.
In the latest update, we’ve changed the list of industry units, as well as the recipes they can run. Industry units are now specialized in accordance with which materials they use, with the exception of assembly lines, which are responsible for crafting elements (the final link of the industry chain). These assembly lines come in five different sizes, each one responsible for assembling elements of corresponding size.
Additionally, we’ve completely revamped the appearance of industry units, and are in the process of adding animations to their individual parts. Moreover, we’ve overhauled their UI and added two new ways to begin an industry job: run a set number of batches, and an “auto-run” mode which maintains a chosen stock in an output container.
New industry assets in motion
We're super excited for all these changes, and how they'll mesh together to create a more substantial and enjoyable economic system. The Alpha 3 update is coming later this month, so be sure to stay tuned for all the latest news as it drops, including new DevBlogs releasing soon!
The Novaquark team