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Alpha Team Vanguard
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  1. Most MMOs with persistent player owned assets implements a cyclic vulnerability timeframe. Traditionally, the owner (or allowed by RDMS) is able to change the vulnerability period once in a while. This makes the possession immune to most actions outside of this vulnerability window where it can be challenged. I like the part where NQ plans to alert the player via email. But in truth, in 2018, NQ should implement webhooks and or APIs
  2. lethak

    Rogue AI

    I love the Idea ! This rogue AI could assimilate beaten constructs and create a huge threat worth allianceing as far as humans are concerned
  3. So, you were only looking to play the game for a short period of time ? I can understand why this system is frustrating for you then. For the player looking at the game as an evergoing long term adventure, like EvE and other persistent mmos, their is absolutely no problem with the DAC/PLEX system running as an alternative to the monthly subscription. As a player not infusing $$$ into the game , you would still be able to earn money otherwise using the game mechanics. As long as it is not possible to progress your skills faster using money, DU can't be "pay-to-win".
  4. Congratz on beeing promoted by Chris Roberts ! https://robertsspaceindustries.com/comm-link/transmission/15515-Note-From-The-Chairman
  5. Maintenance cost: Each planetary construct has a "maintenance cost" in resources or money. The bigger the construct, the bigger the cost per day. You have to fill in a container with it. If the container is empty, the construct starts to degrade and disappear overtime. Since the world is big, I would hope for a small maintenance cost.
  6. just a word to announce we are now recruiting for Dual Universe (in french) http://forums.deim.fr/topic/2968-comment-postuler-deimoscorp-sur-dual-universe/
  7. source: https://board.dualthegame.com/index.php?/topic/841-ask-us-anything-event/page-2#entry17019 This is great news! but still no official words on planetary map.
  8. I played T4C, and we had to extract (and print) the gamefiles to have maps! It was fun, for a time
  9. It can be tricky to implement. I am worried that they decide it is not worth the effort.
  10. I am almost sure they got that covered. Since you have a dynamic load balancing between physical servers, with a max limit of player each, you could move as far as you want, you will still be handled by a server being below this limit.
  11. The atmospheric thruster from this concept seems to feet on a balloon. In the gameplay video, you can see its logo on the action bar too.
  12. https://devblog.dualthegame.com/?s=market
  13. That, and "Atmosphere" too, which is a mesure Unit for air pressure
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