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Endstar

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  1. Like
    Endstar got a reaction from Atmosph3rik in Devs make AUTOMINING update!!!!!   
    How do you make a game without grinding? 
  2. Like
    Endstar reacted to Burble in The problem with DU's economy   
    I understand this. That is why when I stopped playing I donated all my money, materials, real estate and constructs to someone who intended to keep playing.

    When you quit, do your bit for for the future of the game and don't horde binary wealth in a black hole that you will never open again.
  3. Like
    Endstar got a reaction from Atmosph3rik in The new roadmap .. Discuss ..   
    I just like the ship in the corner! Go 1K ! 
  4. Like
    Endstar reacted to Tordan in 0.25.8 HERMES UPDATE: Missions and more - Discussion thread   
    Let's be clear here, it is no secret that I have been a HUGE advocate of this game. I love playing it.

    But I am now, at least partially, on Hiatus until we have the ability to turn off the hand tool graphic effects while in build mode (and frankly the hand and tool themselves would be nice too.)

    The constantly bobbing hand and gun that takes up a third of the space is bad enough while building, but adding strobing, rippling, distortion causing effects that bleed even further into the build space is absurd. 
     
    Dear devs, Imagine you're at your desk, you're trying to program, concentrating hard, and someone comes along, sticks his hand over your shoulder and starts waving around a LED strobing nerf gun covering up a substantial portion of your work space. Would you be happy?

    Please, pretty please, add a checkbox to settings YESTERDAY to turn this obnoxious bit of useless silliness off. I really want to be able to continue building and designing, doing the Voxelmancy that I love so much. Right now, it is impossible for me.

    Thank you.
    Tordan
  5. Like
    Endstar got a reaction from Atmosph3rik in So after 4 months...the game got really boring!   
    This video actually gets into the reason you need P2W and F2P together. Just thought it was interesting as if NQ is having problems more than likely that is due to needing more revenue. 
     
     
  6. Like
    Endstar got a reaction from JayleBreak in So after 4 months...the game got really boring!   
    This video actually gets into the reason you need P2W and F2P together. Just thought it was interesting as if NQ is having problems more than likely that is due to needing more revenue. 
     
     
  7. Like
    Endstar got a reaction from Revelcro in So after 4 months...the game got really boring!   
    This video actually gets into the reason you need P2W and F2P together. Just thought it was interesting as if NQ is having problems more than likely that is due to needing more revenue. 
     
     
  8. Like
    Endstar got a reaction from Atmosph3rik in NQ suggests buffing engines, your thoughts?   
    Give us ship power management, make us have to fit elements to a power schedule.  Do not let us just stack power elements to get a wall of engines. 
  9. Like
    Endstar got a reaction from Varalen in NQ suggests buffing engines, your thoughts?   
    Give us ship power management, make us have to fit elements to a power schedule.  Do not let us just stack power elements to get a wall of engines. 
  10. Like
    Endstar reacted to NQ-Deckard in Lua Screen Units API and Instructions (Updated: 19/07/2021)   
    Sample Scripts (Advanced)
    These more advanced scripts demonstrate what can ultimately be achieved with this API. Perhaps they will inspire you a bit!
     
    Entropy Like the bouncy ball example, but fancier!
    local ballCount = 5000 local speed = 20 local rx, ry = getResolution() --[[ init ]]-------------------------------------------------------------------- if not init then init = true function randF (a, b) return a + (b - a) * math.random() end function randExp () return -math.log(1.0 - math.random()) end balls = {} for i = 1, ballCount do local e = {} e.x = randF(0, rx) e.y = randF(0, ry) e.r = 1 + 1.0 * math.log(1.0 - math.random()) ^ 2.0 e.vx = randF(-1, 1) * randExp() e.vy = randF(-1, 1) * randExp() e.cx = 1.0 * math.random() e.cy = 0.1 * math.random() e.cz = 0.4 * math.random() e.ca = math.random() table.insert(balls, e) end end --[[ simulation ]]-------------------------------------------------------------- local dt = speed * getDeltaTime() for _, v in ipairs(balls) do v.x = v.x + dt * v.vx v.y = v.y + dt * v.vy if v.x < 0 or v.x > rx then v.x = v.x - dt * v.vx v.vx = -v.vx end if v.y < 0 or v.y > ry then v.y = v.y - dt * v.vy v.vy = -v.vy end end --[[ rendering ]]--------------------------------------------------------------- local l = createLayer() -- render balls for _, e in ipairs(balls) do setNextFillColor(l, e.cx, e.cy, e.cz, e.ca) addCircle(l, e.x, e.y, e.r) end -- render title local font = loadFont('Play-Bold', 64) addText(l, font, '{{ E N T R O P Y }}', 32, ry - 32) requestAnimationFrame(1) --------------------------------------------------------------------------------  
     
    Radial Menu Practical example of how responsive UI elements could be designed, creates 3 radial menu's using the same function.
    Left: Example with transparency on the circle layer to demonstrate layering and the use of math to define the circle stroke.
    Top right: Example without transparency, drawn to a different scale.
    Bottom right: Example of a collapsible version saving screen real-estate and reducing rending costs while collapsed. (Only a dot is drawn while collapsed)
    -- Get screen resolution and center coordinates local resolutionX,resolutionY = getResolution() local centerX,centerY = resolutionX/2, resolutionY/2 -- Draw radial menu layers local triLayer = createLayer() local circleLayer = createLayer() local textLayer = createLayer() -- Define some helpers to convert degrees to radians local d2r = math.pi/180 -- Helper function to get distance of cursor from coordinates function getCursorDistance(x,y) local curX,curY = getCursor() curX = curX - x curY = curY - y return math.sqrt(curX^2+curY^2) end -- Helper function to check if cursor is inside a radial menu section function isCursorInside(radialCenterX,radialCenterY,radiusMin,radiusMax,degMin,degMax) local curX,curY = getCursor() curX = curX - radialCenterX curY = curY - radialCenterY local magnitude = getCursorDistance(radialCenterX,radialCenterY) local deg = math.atan(curY/curX)/d2r if curX < 0 then deg = deg + 180 end if curX > 0 and curY < 0 then deg = deg + 360 end if magnitude <= radiusMax and magnitude >= radiusMin and deg > degMin and deg < degMax then return true end end -- Define function that can draw a radial menu on demand function drawRadialMenu(posX,posY,radius,steps,hide,strokeAndCenterAlpha) -- Define default variables local posX = posX or centerX local posY = posY or centerY local radius = radius or 200 local steps = steps or 15 if hide ~= nil then hide = hide else hide = true end local strokeAndCenterAlpha = strokeAndCenterAlpha or 1 -- minimum of 4 segments steps = math.max(steps,4) -- work out the depth of the triangular facets along the circumferance and use it to determine the outer circle stroke width local aX,aY = radius*math.cos(0) , radius*math.sin(0) local bX,bY = radius*math.cos(((360/steps)*1)*d2r) , radius*math.sin(((360/steps)*1)*d2r) local stroke = math.min(-(radius-math.sqrt(((aX+bX)/2)^2+((aY+bY)/2)^2)),-3) if not hide or (hide and getCursorDistance(posX,posY) < (radius)) then -- Draw triangular segments local alpha = 0.5 for step=1,steps,1 do -- calculate the corners of the triangles on the radius local aX,aY = posX + (radius*math.cos(((360/steps)*(step-1))*d2r)) , posY + (radius*math.sin(((360/steps)*(step-1))*d2r)) local bX,bY = posX + (radius*math.cos(((360/steps)*step)*d2r)) , posY + (radius*math.sin(((360/steps)*step)*d2r)) -- call helper function to determine if cursor is inside the segment and change color if true if isCursorInside(posX,posY,radius/3,radius,((360/steps)*(step-1)),(360/steps)*step) then setNextFillColor(triLayer,1,1,1,1) -- create center number while the cursor is over a selection local font = loadFont('Montserrat', math.floor(radius/4)) setNextFillColor(textLayer, 1, 1, 1, 1) addText(textLayer, font,step, posX-((radius/12)*#tostring(step)), posY+math.floor(radius/12)) else setNextFillColor(triLayer,1,0,0,alpha + 0.5) end -- Draw the triangle based on pre-calculated coordinates and with the color now preset addTriangle(triLayer,posX,posY,aX,aY,bX,bY) -- flip the alpha between 1 and 0 for the next segment alpha = 0.5 - alpha end -- Create the outer stroke which should be a negative value so it overlaps the triangle facets setNextStrokeColor(circleLayer,0.5,0.5,1,strokeAndCenterAlpha) setNextFillColor(circleLayer,0,0,0,0) setNextStrokeWidth(circleLayer,stroke) addCircle(circleLayer,posX,posY,radius) -- Create the inner stroke and fill to create the "hole" in the center at 1/4th of the radius. setNextStrokeColor(circleLayer,0.5,0.5,1,strokeAndCenterAlpha) setNextFillColor(circleLayer,0,0,0,strokeAndCenterAlpha) setNextStrokeWidth(circleLayer,stroke) addCircle(circleLayer,posX,posY,radius/4) else -- Create a transparent dot to indicate its position while its hidden. setNextFillColor(circleLayer,0.5,0.5,1,0.2) addCircle(circleLayer,posX,posY,radius/4) end end -- Draw three examples -- Example 1 (large one on left) with transparency to demonstrate how the circular shape was achieved with the triangles. drawRadialMenu(resolutionX/3,centerY,200,6,false,0.5) -- Example 2 (Top right) Does not hide, shows the result without transparency drawRadialMenu((resolutionX/3)*2,resolutionY/3,100,8,false) -- Example 3 (Bottom right) Remains hidden and un-rendered until the cursor enters its area, reducing render cost by ~120000 while hidden. drawRadialMenu((resolutionX/3)*2,(resolutionY/3)*2,80,36) -- render cost profiler if true then local layer = createLayer() local font = loadFont('Play-Bold', 14) setNextFillColor(layer, 1, 1, 1, 1) addText(layer, font, string.format('render cost : %d / %d', getRenderCost(), getRenderCostMax()), 8, 16) end -- Request a refresh requestAnimationFrame(1)  
     
    Text positioning Demonstration example of the various alignment points for text using Font Metrics and Text Align.
    local fontName = 'Play' local fontSize = 32 local font = loadFont(fontName, fontSize) local fontDebug = loadFont('FiraMono', 12) local back = createLayer() local layer = createLayer() local rx, ry = getResolution() local ascender, descender = getFontMetrics(font) local text = "??" frame = (frame or 0) + 1 setDefaultFillColor(layer, Shape_Text, 1, 1, 1, 1) setDefaultFillColor(layer, Shape_Circle, 1, 0, 0, 1) function drawTextBox (x, y, alignH, alignV) local w, h, ascent, descent = getTextBounds(font, text) if alignH == AlignH_Left then x = x elseif alignH == AlignH_Center then x = x - w/2 elseif alignH == AlignH_Right then x = x - w end if alignV == AlignV_Ascender then y = y h = ascender - descender elseif alignV == AlignV_Top then y = y elseif alignV == AlignV_Middle then h = ascender - descender y = y - h/2 elseif alignV == AlignV_Baseline then y = y - ascent elseif alignV == AlignV_Bottom then y = y - h elseif alignV == AlignV_Descender then h = ascender - descender y = y - h end setNextFillColor(back, 0.1, 0.5, 1.0, 1.0) setNextStrokeWidth(back, 1) addBox(back, x, y, w, h) end function main () if frame % 2 == 0 then text = "acemnor " else text = "aCjÅkö[]|!r " end -- display debug info about font if true then local infoLines = { string.format(" font : %s", fontName), string.format(" size : %d", fontSize), string.format(" ascender : %d", ascender), string.format("descender : %d", descender), } for i, line in ipairs(infoLines) do setNextTextAlign(layer, AlignH_Left, AlignV_Top) addText(layer, fontDebug, line, 16, 16 + (i - 1) * 12) end end local alignHs = { 'AlignH_Left', 'AlignH_Center', 'AlignH_Right', } local alignVs = { 'AlignV_Ascender', 'AlignV_Top', 'AlignV_Middle', 'AlignV_Baseline', 'AlignV_Bottom', 'AlignV_Descender', } -- draw text boxes with various alignments local sx = 300 local sy = 80 local x0 = rx/2 - sx * (#alignHs-1)/2 local y0 = ry/2 - sy * (#alignVs-1)/2 for y, alignVName in ipairs(alignVs) do for x, alignHName in ipairs(alignHs) do local px = x0 + sx * (x - 1) local py = y0 + sy * (y - 1) local alignV = _ENV[alignVName] local alignH = _ENV[alignHName] drawTextBox(px, py, alignH, alignV) setNextTextAlign(layer, alignH, alignV) addText(layer, font, text, px, py) addCircle(layer, px, py, 3) end end -- draw AlignH labels for x, alignH in ipairs(alignHs) do setNextTextAlign(layer, _ENV[alignH], AlignV_Descender) setNextFillColor(layer, 0.5, 0.5, 0.5, 1) addText(layer, fontDebug, alignH, x0 + (x - 1)*sx, y0 - 16) end -- draw AlignV labels for y, alignV in ipairs(alignVs) do setNextTextAlign(layer, AlignH_Right, _ENV[alignV]) setNextFillColor(layer, 0.5, 0.5, 0.5, 1) addText(layer, fontDebug, alignV, x0 - 16, y0 + (y - 1)*sy) end end if not isFontLoaded(font) then requestAnimationFrame(10) else main() requestAnimationFrame(120) end  

  11. Like
    Endstar reacted to NQ-Deckard in Lua Screen Units API and Instructions (Updated: 19/07/2021)   
    Introduction
    Updated: 19/07/2021
     
    Lua screen units are a new technology aimed at solving the performance issues associated with our current implementation of HTML on screens, while bringing a new feature allowing complex animations with thousands of graphical elements.
     
    Alongside of setting HTML on screen units, it is now possible to set a render script on screen units instead.
    Render scripts are Lua scripts residing inside the screen units themselves that provide rendering instructions for screen units. 

    Each screen also has a maximum render cost to limit the impact a single screen can have on users that are able to see it, this is important as the impact of a screen is not limited to only the creator of the screen's render script or content but also other nearby players.
     
    Inside the render script the content is built up using layers which are rendered on top of each other in order of creation at the end of the render script.
     
    After creating a layer, it is then possible to optionally specify a few parameters for the next shape you intend to add to that layer. Such as stroke color, fill color, stroke width and rotation depending on what's available for that shape. Once those parameters are defined we then use "add" functions that draw shapes on those layers using those parameters.
     
    If the screen is intended to be a static display there is no further requirement, if you wish for the screen to be animated we can then add:
    requestAnimationFrame(<frames>) Using this at the end of the script which will aim to refresh the screen after <frames> amount of frames.
    This should only be used when required for animated content. For performance reasons we recommend not calling this function if no animations are intended to be run.
     
    In future we will further expand on this feature to provide more functionality and synergy with control units allowing for far more efficient and responsive screens in the game.
     
    Getting Started
    To start creating renderscripts we start by right clicking the screen and using the context menu option Edit Content (Ctrl+L) to start editing the screen.

     
    This will bring up a new Lua & HTML editor window which will allow you to switch between Lua (Render Script) and HTML display modes.

     
    In Lua mode it will provide error reporting for the render script in the lower portion of the screen, and to aid in debugging processes there is a check box which will allow you to write to the Lua Channel using logMessage("message") inside the renderscript. This is logging method is local only to you if you have the check box enabled and will be automatically be disabled when the screen is unloaded.
     
    Drawing screen contents with render scripts consists of creating one or more layers, on which shapes will be drawn, and then adding shapes to these layers to populate the screen contents. The API currently supports relatively basic shapes: rectangles, circles, lines, triangles, quadrilaterals along with images and text. In the future, we will consider adding more complex shapes as we receive your feedback. 
     
    Take a look at this basic ‘hello world’ render script: 
    local layer = createLayer() -- Creates a new layer local rx, ry = getResolution() -- Gets the resolution of the screen local font = loadFont("Play", 20) -- Loads the "Play" font at size 20 setNextFillColor(layer, 1, 0, 0, 1) -- Prepares the fill color (Red,Green,Blue,Alpha) for the next shape to be drawn on the layer addBox(layer, rx/4, ry/4, rx/2, ry/2) -- Adds a box shape to layer, starting a 1/4th into the screen, with half the screens width and height addText(layer, font, "Hello world!", rx/3, ry/2) -- Adds a text shape without any properties to layer, using the font, one third from the left, and half way down.  
    This script renders a red rectangle that is half the size of the screen, in the center of the screen, and "Hello World!" on top. Simple! 

     


  12. Like
    Endstar got a reaction from DiamondDog25 in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Awesome! 
  13. Like
    Endstar reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Discuss the final chapter of this series below!  What are you most looking forward to? 
  14. Like
    Endstar got a reaction from NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 3 - Discussion Thread   
    Awesome! 
  15. Like
    Endstar reacted to NQ-Naerais in DEVBLOG: THE FUTURE OF DU - Part 3: Finding the Fun   
    PART THREE: FINDING THE FUN 
     
    In this third and final segment of this series, we’ll take a look at Dual Universe gameplay and how we’re aiming to improve it. There’s a delicate balance to strike between staying as true as we can to the original vision, making smart design and production choices, taking players’ feedback into consideration, and creating more opportunities for community engagement. The game needs to be challenging but, most of all, fun. It can be a tall order sometimes, but not an impossible goal. 
     
    This is far from being a comprehensive list of everything we’re working on, but we think it’s a good starting point for sparking conversation with the community. You’ll also notice that we have intentionally stayed away from precise timeframes. We would rather stay flexible and give ourselves the opportunity to revise our plans based on the feedback of players. 
     
    Now, let’s get to the good stuff!
     

    BREAKING THE MONOTONY 

    Even if the main pillars of the game aren’t quite finished yet, the launch of the beta allowed us to see how the various systems work together, how fun they are, and what actually works or sometimes doesn’t.
     
    Analyzing data on player behavior and reading the copious amount of feedback we receive (thanks for that!) have pointed to two main objectives we’ll be addressing in the coming months (in addition to continuing to fix bugs and balancing issues). These are: 
     
    First, emend gameplay loops that are tedious for some players. We call it “fixing the player routine”, so that playing DU doesn’t feel like “going to work”. Up the stakes, adding meaningful opportunities for conflict so that the in-game economy, social components, and building aspects come together. 
      Some elements of gameplay are more fun than others in Dual Universe. Mining can often be seen as a must-do for many new players, and because it is perceived as mandatory it can rapidly feel tedious. Earning quanta is fundamental. When we launched beta, it seemed like mining was almost the only way to get money, especially for new players who didn’t have much in the way of resources or allies. 
     
    To make it more interesting with a real sense of progression over time, here is the high-level plan:
     
    Make it easier for newcomers to gather resources from the surface of planets without the need to dig; Then, transition players to deploying mining units once they’ve claimed a territory. Mining units will supply a steady stream of ore, depending on the specifics of the tiles the player has claimed. These mining units come in tiers and should add a sense of progression even to early mining. There will also be a production optimization gameplay if you want to use several mining units. For players who want to specialize in mining, we will introduce asteroid mining. Think of asteroids as epic mining with high reward potential. Asteroids will be spawned in the universe. Players will be able to scan clues in space to discover where they’re located. Some asteroids will contain not just regular ores, but also rare and valuable ones. Once discovered, there will be a delay before their location is broadcast to all players. This is an opportunity for explorers who find these asteroids to reap their resources first or monetize their location. The control of valuable asteroids will also create opportunities for combat, information trading, and collaboration between players. Please also note there will be asteroids in safe zones with lower-value ores.
      THE QUEST FOR QUANTA   
    Another way for players to earn quanta is the previously-announced Mission System, coming in version 0.25. It will include two components: a job board to facilitate interactions between players (for example, “I need gold delivered to this location”), as well as a secure framework for player- and NQ-created hauling missions. We hope that this will kindle the game’s economy with increased specialization and proper tools for exchanges between players. The upcoming introduction of in-game challenges will also add fun ways for players to earn cash. 
     
    On that note, we plan to revise the way the markets work, considering different ways to improve connections and making it less painful to trade for goods. This should make markets more accessible and fluidify trade.
     
    We are looking into how we can rebalance the industry. The reaction to changes introduced in 0.23 told us that there is more work needed here. The role of schematics is definitely one of the areas we’re looking at; whatever we do with schematics, we are particularly sensitive to making a fair move for players who have invested in buying them. 
     
    Builders haven’t been forgotten. We just delivered new tools for them in 0.24, and we are already working on new ones that should let builders enhance their artistic arsenal to create more amazing constructs. We’re pretty excited about them, but should forewarn you that it may be some time before they appear as higher priority changes will take precedence. 
     
    The first-time player experience will get a full overhaul to facilitate the onboarding of new players. We’re doing away with the long monologues from Aphelia and the length of time it took to get into the action. The tutorials will be more contextual, and the experience of new players should get them into the core gameplay faster. As it is now, new players sometimes need to travel long distances to find a tile free of neighbors and suitable for future expansion. The redesign will allow these new pioneers to start with their friends in a location of their choosing in a more streamlined fashion. They will also be able to select an outpost design and receive startup resources. 

    STOKING THE PVP FIRES 
    We know a lot of players want to hear about PvP. Once we’ve fixed the main gameplay loops, this will be the next thing we’ll tackle. Our goal is for space warfare to be one of the driving forces of the emergent gameplay, fueling the economy of the game, including for players who don’t want to directly partake in combat but might want to provide ships, ammunition, and services for those who do. 
     
    While there are PVPers who are in it for the thrill of the pirate’s life, there are others who aren’t pirates so much as protectors who enjoy defender-type PVP scenarios. In its current state, PVP can be seen as gratuitous, devoid of reasons to fight beyond pillaging a bested ship’s cargo. The current PvP mechanics will be modified with the addition of construct shields and a rebalancing of weapons, among other things, as well as introducing territory control in space and, later, on planets. Controlling space territories will give players benefits such as the ability to acquire highly-lucrative space resources (i.e. rare gas, singularities) and a worthwhile reason for organizations and solo players to fight. Not only that, but you’ll be waging war in style with an array of new, unique cannons and skins. 
     
    GLITZIER GRAPHICS
    Admittedly, graphics improvements have been on the back burner for a while in favor of building the main gameplay systems. Upgrading the visual immersion has now taken a more prominent position in our priorities, the goal being to give more “life” to Dual Universe. 
     
    This ongoing process began in 0.24 when we overhauled many of the assets used in world generation (i.e. trees, rocks, ground textures, etc.) We’ve also undertaken a big push on visual effects, with a slew of new and improved visual effects planned for gradual release in the near future. Continuing our efforts with the recent addition of new voxel textures for builders, we will freshen up many older elements in the game to bring coherence between older and newer assets, as well as between voxels and assets.
     
    We are also investigating longer-term visual improvements. For some time, we’ve been working on prototypes for a new planet generation technology to make sure that our planets are interesting to explore. Before we can roll this out, we will be doing an overall pass on the existing planets, like Jago, with improved terrain and more varied environment assets. There is also a project to improve lighting with the inclusion of global illumination.

    CLOSING THOUGHTS
    Again, please remember that all these changes will be tested first on the public test server. The final versions of these features may vary depending on your feedback and our own thought  processes. In terms of timing, most of the “player routine” fixes are planned to be gradually introduced before the end of the summer while the space warfare and PvP revamp should begin rolling out sometime after.
     
    As you hopefully see, a lot of these changes are based on your feedback and a more grounded, pragmatic approach to game design. We realize that many of these topics require additional explanations and that they will probably trigger more questions. We will answer them in due time, as we’re able, in future devblogs. Until then, we look forward to hearing your thoughts in this discussion thread. See you there! 
     
  16. Like
    Endstar reacted to HeartbreakKid in Grind | Quanta | Markets | Real Money   
    I don't think it hurts anyone.  From NQ's point of view every DAC in existence has already been paid for, and it shouldn't matter who redeems it.
  17. Like
    Endstar got a reaction from Mornington in JC - This game is not Ready Player One....   
    LOL - No we tested blockade running and it was a lot of fun! 
  18. Like
    Endstar got a reaction from DarkAster in This game is too easy. Some Thoughts and concerns.   
    Over and over there are useless debates about a wipe/reset.
     
    More people will leave when losing all their progress than will leave because a few people might have a bigger pile of stuff then them and they are salty there was no wipe. 
     
     
     
  19. Like
    Endstar got a reaction from Atmosph3rik in This game is too easy. Some Thoughts and concerns.   
    Over and over there are useless debates about a wipe/reset.
     
    More people will leave when losing all their progress than will leave because a few people might have a bigger pile of stuff then them and they are salty there was no wipe. 
     
     
     
  20. Like
    Endstar got a reaction from YalomGeezenstack in Permanent Bubble? They nuts?   
    Picture tells a 1,000 words. If you think PvP should be this or that see where it ranks among the other players and what we collectively want next. 
     
     
  21. Like
    Endstar got a reaction from Atmosph3rik in Cannot move stuff to linked container   
    Known problem NQ is working on it. 
  22. Like
    Endstar got a reaction from vertex in Permanent Bubble? They nuts?   
    Picture tells a 1,000 words. If you think PvP should be this or that see where it ranks among the other players and what we collectively want next. 
     
     
  23. Like
    Endstar got a reaction from Atmosph3rik in Permanent Bubble? They nuts?   
    Picture tells a 1,000 words. If you think PvP should be this or that see where it ranks among the other players and what we collectively want next. 
     
     
  24. Like
    Endstar got a reaction from CptLoRes in Permanent Bubble? They nuts?   
    Picture tells a 1,000 words. If you think PvP should be this or that see where it ranks among the other players and what we collectively want next. 
     
     
  25. Like
    Endstar got a reaction from Vyz Ejstu in Eyes & Ears - Search And Rescue   
    If you have been given a ride/rescue and are now capable of providing one to someone else please give back! Many people that need a ride at the start of their gaming experience in DU leave the game once they crashed their first contruct. The purpose of this org has time and time again (over 100 times & counting) helped new players overcome this keeping them interested in the game. If you like DU, show it by helping a new player overcome a game ending experience by offering a ride!
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