ForlornFoe
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ForlornFoe reacted to Bobbylord in Not here to stay...
... because Nomads cant be stopped.
I'm Bobbylord. A Nomad who used to travel and conquer various virtual universes and who is looking to make DU his new home. Come and join me in endless space. Traveling wherever the "winds" will take us, fighting whoever tries to "break" us and making whatever we cant buy in "ToysRus".
There's nothing bigger than you - this is DU.
Bobbylord
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ForlornFoe reacted to Anaximander in Food Dispensers
Well, I'm all in for food ,but not for hunger.
Case in point, having stamina being depleted on your character in the form of a unit like Calories (similar to Joules for ship batteries and capacitors). That being said, food should be "fuel". You don't expend calories by doing nothing - in-game at least - and if we were to apply RPG elements to it, I'd say pilots wearing jumpsuits that reduce Calorie consumption percentually - similar to EVE's role bonuses on ships, that reduce CPU or Wattage cost on modules.
That being said, if we expect the game to have "remote fuel transfer" in the form of magically teleporting items across distances,
That being said, there are many lore explanations for the luck of thirst, as the players wear biosuits that, you know "Bear Grylls" the thirst part. However, food can be explained via implants in the person's body that can store more energy than average - or even the calories to be absorvbed by the biosuit itself, aka, best weight-loss device ever
So, a person could carry the calorie potential of a 10000 kg worth of a human, minus the destroyed cardiovascular system - or, you know, entire body at that point of body fat. And I say could, in the sense of high skillpoint gear access, with them biosuits acting as the "required powergrid" to operate a certain type of armo, like a Powered Exoskeleton or a Power Armor - things that should be energy hungry and be difficult to specialise into.
That means, that the Dispenser idea, is essnetialy having a remote fuel recharger for a score of Power Armor freaks of nature, could make them impossible to overtake in a "king of the hill" scenario.
As I said, I'm all in for "fuel for a avatar" but not for hunger. Hunger sucks, it can kill a player. But calories, can make a person simply be "out of mana" in a way - it won't kill you directly, but if you overstayed your welcome on a battlefield, you'll have some hard time.
And as I said in another thread, having "fuel for the avatar" can create situations were sieges can last a bit longer than "48 hours timer on shield expires - citadel of the enemy org goes bye bye". It can make for an excellent addition to logistics via atrition warfare. Having it being "magicallly removed by an AoE device" is just gonna turn the game into a slugfest of people shooting other people, until Real Life comes knocking and one's side's fighters have to go to work again.
The arguement can be made that "won't suits run on batteries?", but there's a lore part that says that nanoformers run on body heat - and the body stays hot by burning Calories.
This idea of yours COULD work though, by having it be a "remote energy recharger", that gets a super-jacked-up battery in it as "ammunition" and can recharge people who are tagged to use it, thus making a fighting force able to defend a specific objective, and hey, it could even be a logistics job item - Logistics being a "healer" kind of role, like an engineer that is specialised in recharging people's energy, without them having to eat food manually, with the engineer himself being the one to carry a lot of batteries in his backpack in order to compensate for that, with said remote energy recharger" being the signature ability that makes the engineer feel badass, like the Power Armor does the cobat oriented ground assault player.
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ForlornFoe reacted to yamamushi in A Great Resource for Newcomers to Dual Universe
Right Big Toe put these transcripts together for the gamepedia wiki of several interviews with JC Baillie about Dual Universe. They've gone generally unread, but there is a wealth of information available in an easy traversable format that will answer tons of questions for newcomers (and people who have been here for a while alike):
http://dualuniverse.gamepedia.com/Archive
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ForlornFoe reacted to BliitzTheFox in Where would you like to go?
Welcome to the Discord Directory, I'm Bliitz I'll be your guide. There are few places I don't reach, here is all the places I do:
Inactive servers are marked with a '?' at the beginning of their name.
Excel Spreadsheet can be found here
DU Discord Servers as of 4/5/2017
This is the ODY Jump Relay, a Discord with all of these servers and is updated https://discord.gg/hzGTepV
?Age of Discovery https://discord.gg/VF3Xkks
?French Space Industry https://discord.gg/XZtSFph
?Volcanov Corperation https://discord.gg/DW6Yv8t
Alioth Aerospace Expo https://discord.gg/f27SjkN
Alioth Industries https://discord.gg/qHddjxV
Alpha Academy https://discord.gg/8hhATKy
Band of Outlaws https://discord.gg/mhAaKmA
Bladesin Mercenary Corp https://discord.gg/9aqrhTX
Chromium Industrial https://discord.gg/FpqW8RR
Cinderfall Syndicate http://discord.gg/eWTceEN
Concord Alliance https://discord.gg/nWfH96S
Cranberry Collective https://discord.gg/tsJpSpm
Delta Force https://discord.gg/mnVQQjK
Dice https://discord.gg/D5CG52M
Diverse Unified Alliance https://discord.gg/hq5bkC8
DU Community server https://discord.gg/5GkakBV
DU Constructors Guild https://discord.gg/rdR5kdj
DU Explorers (French) https://discord.gg/K2D3EB7
DU Historical Society https://discord.gg/ecErPae
Freelancers https://discord.gg/JWMpTNn
Furry Association https://discord.gg/KjtJf5V
Galactic Fleet Systems https://discord.gg/9mhVB9c
Galactic Military Protection Service https://discord.gg/cMwXBXt
Iunctus Populus https://discord.gg/aEvNhyG
Khatt Mining Co https://discord.gg/Hx2Ws5A
League of Freedom https://discord.gg/bsyrk4e
Nexion Armada https://discord.gg/jY7eA9F
Objective Driveyards https://discord.gg/XuAY2wW
Phoenix Confederacy https://discord.gg/NtgKU9e
Phoenix Forge https://discord.gg/QTrxfQy
Phoenix Inititave https://discord.gg/9g2Sxg8
PROCON https://discord.gg/GH6Ccqr
RoboTechCorp https://discord.gg/UHVtT4j
Terran Union https://discord.gg/4ZyUnE6
The Atari Empire https://discord.gg/UR3eKFK
The Brethren https://discord.gg/NkB8EQu
The Collective https://discord.gg/XbWHUUt
The Concourse https://discord.gg/s3df5ZS
The Empire https://discord.gg/HdsJzPy
The Nexus http://discord.gg/7VjWZd4
The Solar Empire https://discord.gg/VHQ7ZFf
The Tempest Mission https://discord.gg/FRDShpt
The Trade Conglomerate https://discord.gg/yts8R9c
United Political Rebels https://discord.gg/4a2aHrG
Valkyrie Squadron https://discord.gg/KYjs5m2
Vanguard https://discord.gg/pupXmDy
Vortrex Mining and Science https://discord.gg/WFcn9kA
Your server not listed here? Message me on discord or PM and I'll make it happen.
Don't want your server listed here? Message me on discord or PM.
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ForlornFoe reacted to Hrafna in LUA and Programming Actuators/Doors/Turrets
What is really fair, and what is really the penalty here? I suppose what isn't fair is the fact that we, as humans, are all different from one another, and that the penalty is that one will not find solutions to ones problems if one does not so much as attempt to be creative and solve ones problems in the first place. I mean, can they not befriend someone who can script? Or, can they not take part of the economy, and purchase the services of someone who can script? Is it not realistic that factions will have different people, with different set of skills, and that this could, and most likely would result in secrecy, spying, and feuds between factions; in short, politics, which Dual Universe has advertised for a long time?
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ForlornFoe reacted to devu in Stranded Players
The real question to your long debate that going off-topic is, why would you put all that effort to gather tones of resources and time to build a stargate and let it unprotected? I believe in DU the real question is not only about how much resources do I need to build x y or z. But have a people to maintain it. Think about the game completely driven by people. WE are AI of this game.
So, would you build a city and abandon it?
Would you even build a city if you cannot sustain a small settlement?
Would you even build a stargate not having few cities/settlements, citizens, trade network, fleet and crew?
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ForlornFoe reacted to Lord_Void in The Void Republic Acknowledgement
To be fair, we've heard this from you before, several times. But if you really mean it and you show it, you might be able to earn your way back into good repute.
But remember that no one owes you anything. No one has to make it easy, and no one has to forget; you have to earn it.
Good luck.
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ForlornFoe reacted to devu in Game Texturing/Lighting and Hardware Utilization
Well, they switched to Unigine 2 engine a while ago and that should tell you a lot about what we can expect.
Game is mostly procedural and engine itself is designed to handle and partition space so is never going to exceed some amount of triangles.
How much triangles your rig can handle? You can even check that today by downloading unigine benchmarks.
That would be a good indication if you need new rig or not.
https://unigine.com/en/products/benchmarks/valley
Sure they can add some tings on top. LUA being run on client side hogging your CPU more, GUI interface etc. But rendering engine is the power horse here.
Unless in the future they will switch to something else...
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ForlornFoe reacted to Lethys in is a paid subscription needed?
There is a monthly fee of about 13€ to play this game once it is released.
Use the search function - there are plenty of topics about this already.
Either you pay on a monthly basis or you earn enough ingame cash to buy a DAC from another player and use it. So essentially you can play for free if you make enough ingame money.
No, F2P is no option here because of the single shard server
No, B2P is no option here because of the single shard server and the resources your character needs (server side) each month
We want quality gameplay with good mechanics and good gameplay and expansions, so P2P is the only viable option here
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ForlornFoe reacted to Lord_Void in Dual Universe Historical Society
Greetings all! I come before you all today with a new addition to our community: The Dual Universe Historical Society.
Several things struck me over the past few months:
If other such games are anything to go by, the history of Dual Universe shall be grand and intriguing, and as fascinating as that of any Age or Empire in Earth's history. Why? Because this game will not be made of just pixels but also of every person who plays it. It will be built from the tears of every person who watches their Empire crumble, the sweat of every person who stays up late grinding time into this game, the cleverness of diplomats, the creativity of artists, and the inspiration of leaders. Hope, Anger, Revenge, Happiness, Greed, Humor, and Loss will all exist in this universe. To put it simply, this game will be filled with everything human, and a story with this much humanity deserves to be told, and to be remembered. There are a lot of wonderful people here from all over the world, from all over the political and social spectrum. There are young people, older people, students and businessmen, truckers and programmers, and this diversity will only grow as the community does. I have already had a few very good political discussions with people from other parts of the world, who have different perspectives on things than I do, and it has been a fantastic opportunity. There are a lot of people here with an interest in history, economics, politics and other such related fields. And so, I would like to create a place to bring all of these things together for the benefit of the community. I would like to create a place of scholarship, of learning and debate. I would like to create a place for us to take a break from the battles and learn more from each other. That's what the Dual Universe Historical Society will be. That's what it is.
Because this is our story, and it deserves to be told.
Discord: https://discord.gg/ecErPae
Note: I am still setting all this up, and can't do it all alone. I am always looking for more people to assist with this project and will also be putting together a group of writers to produce content for the group. Check out the Org page and the Discord for more details.
https://community.dualthegame.com/organization/dual-universe-historical-society#tab-description
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ForlornFoe reacted to Anaximander in Terminals/Computers
Control Units = what hosts Lua scripts. You don't put scripts into a thruster, you put the scripts into a cockpit, AKA, a Control Unit.
Guess now how mapping a spaceship's automated systems and maneuvers will be handled. If you thought "Lua scripted key-binds?" then you stand correct. That is as simple as making "computercraft-ish" OSs for Control Units in-game.
Guess what else can be coded in Lua. Interfaces. Yeah. And mini-games. Even a scoreboard can be implemented that way that is printed onto the screen.
Also, there's a place that keeps track of who joined the [insert organisation name here]. It's the community portal.
This is a screen - another version of a Control Unit.
Given time and persistence, a person can make amazing interfaces for screens and sell it to the highest bidder in-game, or even make a custom interface for people who want their ship to have a unique feel to it.
Cheers.
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ForlornFoe reacted to Ben Fargo in Organization Buy/Sell offers
I agree an organization should be able to designate someone to buy and sell for it, but as I understand the RDMS, that kind of right would be given to a member, not a legate. For example, if an organization was modeled as a corporation, the stockholders would be the legates. Even though they owned the corporation, they would not have the right to buy or sell its assets. There would be certain employees (members) who could do that.
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ForlornFoe reacted to Lord_Void in Organization Buy/Sell offers
I imagine this is already planned to be a feature, but if it isn't then this should be added. On top of this I would also like to see a little bit more in-depth handling of organization finances. For instance, the org should be able to allocate multiple internal "accounts" and control access to each one. I would also like to see the ability to create "transaction presets" where the money is moved according to certain player defined rules. For example an organization could have a tax account, where all taxes are sent. This account could then be set up so that 20% of the money going into it gets transferred to the military account and 40% to the industrial account or something like that. It would make for a nice automated system of internal finances, but could be done by hand as well.
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ForlornFoe reacted to BliitzTheFox in Organization Buy/Sell offers
Give legates the power to place buy/sell offers on behalf of an orgization, where sale money and purchase money is taken from the organization's money stores. This way trusted sellers may include a organization as a whole.
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ForlornFoe reacted to Limyaael in Community site org hierarchy
When you go to create an organisation the website warns you that all the organisations will end up in the game - I'd wager that they're going to use something like that down the line.
Noooooo. The whole point in giving them the vague name of "organisation" (as opposed to company, guild, corporation or nation) is that they can be anything we want them to be. Want to be a mining company? Fine. A religious order that worships the idea of blasting out into the unknown to discover as much as possible? Fine. A group to set up monthly gatherings of the 3D mega-chess game you've created in secret in a building somewhere in Alioth's megacity? Fine. Creating abilities for organisations just limits their purposes and further shoehorns people into making them synonymous with "company" or "government".
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ForlornFoe reacted to Astrophil in The Tempest Mission
How tragic. Perhaps everyone flew away with yamamushi.
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ForlornFoe reacted to Violet in Limiting Script Automation will Hinder Economic Growth
I think the actual mining part of mining in DU is going to fairly short and easy. The time consuming and difficult part will be finding meaningfully sized deposits to start with.
EVE is easy you scan, select a rock and press buttons, with DU you have to scan, scan, scan, combine the results, dig a mine shaft and then you can mine the deposit, all whilst either trying to keep hidden or keep people way who are going to try and skip the hard bits and steal the ore from right under your nose.
I don't even see how you can automate this? We have discussed mining element for constructs but how do you even automate mining in any efficient sense when the ore is hidden deep underground and you are in a totally free space with 6 degrees of movement.
Turtle mining in Minecraft worked because ore deposits were fairly common and small so strip mining out an entire area made economic sense, in this case you would probably need to much fuel.
This is why DU excites me, the devs seem to understand all the "perverse incentives" that happen with other games and have found clever ways to make something that was particularly grindy and easy to automate into something that is hard to automate and much more satisfying from a game play perspective.
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ForlornFoe reacted to BliitzTheFox in Community site org hierarchy
On the community site, we should have the ability to make orgs that are members of orgs. Numbers of members is calculated by adding up the total number of members of each org.
To my knowledge this will be possible in game and then we could more accurately represent larger organizations. For instance, Cinderfall Syndicate would include all cinderfall organizations and staff, rather than relying on players to join multiple orgs, they are automatically added to the count of both when they join a cinderfall organization.
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ForlornFoe reacted to Hrafna in A LUA "Core Unit Emulator" Tool for New Programmers
I like this idea.
For now I'm pretending to have the API just so that I can get used to writing LUA
-- This function was borrowed from LUA's homepage. -- It will be used to remove some redundant decimals later on in the script. -- Feel free to ignore it for now. function round(num, decimals) local mult = 10^(decimals or 0) return math.floor(num * mult + 0.5) / mult end -- Newton's law: -- acceleration = newton / mass -- mass = newton * acceleration -- newton = mass * acceleration -- Gravity will, later, be a modifier that the player can determine through a control panel. -- The value can be anything, but in this example, the player is going to choose Earth's gravity. local gravity = 9.80665 -- Earth -- If gravity returns as a boolean, then gravity has not been set by the player, and gravity should be given a default value. if gravity == nil then gravity = 0 end -- The amount of force that ONE thruster can perform is assumed to make the script work. Thruster information should be available upon game's release. local thruster_n = 800000 -- N -- The ship's weight is assumed to make the script work. Ship's weight should be available upon game's release. local ship_kg = 135106 -- kg -- If there is a ship with weight to be calculated, then... if ship_kg then -- The amount of thrusters that this imaginary ship will have is assumed in order to make the script work. -- It is also assumed that thrusters are- or can be grouped in this manner. local thrusters = {"Thruster 1", "Thruster 2"} -- The number of thrusters found in the above array. local thruster_count = #thrusters -- The amount of thrust that all thrusters produce in total local total_thrust = thruster_n * thruster_count -- If there is gravity, then... if gravity > 0 then -- the total thrust needed to repel this gravity is thrust_needed = ship_kg * gravity else -- the ship is not affected by gravity thrust_needed = ship_kg end -- If the ship's total thrust is higher than the thrust needed to lift off, then... if total_thrust > thrust_needed then -- calculate redundant thrust in percent local thrust_per = ((total_thrust / thrust_needed) * 100) - 100 -- calculate the amount of redundant thrusters local redundant_thrusters = total_thrust / thrust_needed print("The ship has",round(thrust_per, 2),"% more thrust than what is required to repel",gravity,"gravity.") -- I'm a sucker for proper grammar... if redundant_thrusters >= 1 and redundant_thrusters < 2 then print("The ship has",round(redundant_thrusters,0),"thruster that can safely be removed.") -- 1 thruster elseif redundant_thrusters >= 2 then print("The ship has",round(redundant_thrusters,0),"thrusters that can safely be removed.") -- 2 thrustersssSSS end print("The ship accelerates",round(redundant_thrusters, 2),"m/s while in",gravity,"gravity.") else -- Calculates thrust missing in percent local thrust_per = ((total_thrust / thrust_needed) * 100) - 100 -- Calculates the amount of thrusters missing local thrusters_missing = thrust_needed / total_thrust print("The ship is missing",round(thrust_per, 2),"% of total thrust required to repel",gravity,"gravity.") -- What? Sue me. if thrusters_missing >= 1 and thrusters_missing < 2 then print("The ship needs",round(thrusters_missing, 0),"more thruster.") -- 1 thruster elseif thrusters_missing >= 2 then print("The ship needs",round(thrusters_missing, 0),"more thrusters.") -- 2 or more thrustersssSSS end print("The ship accelerates",round(thrusters_missing, 2),"m/s while in",gravity,"gravity.") end -- if total_thrust end -- if ship_kg Edited: Dual Universe will apparently be using LUA 5.3, so getn(thrusters) was deprecated. I had to change it to #thrusters. My bad. I also made sure that the script will run regardless of gravity, and edited the grammar to sound more neutral and coherent. I hope editing doesn't bump my post, but only makes sure that future readers can test out the LUA script if they want and it works as intended. Read CaptainTwerkmotor's post below mine to see what changes I made.
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ForlornFoe reacted to Vyz Ejstu in Creative Mode - Out of Game - Multiplayer for Construct Blueprint/Subassembly Creation
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I will refer to "simulated" constructs as blueprints from here on.
It could be done by the Core Units, but that would mean the acquirement of such a Core Unit. Yes, it will be preferred and the consequences of needing a Core Unit to enter either a "simulated" or normal VR environment will be numerous. For example, keeping in mind that a character loses all everything in the personal inventory on his/her death, any Core Units holding the blueprints of constructs will be spoil for the victor. Of course, I will leave what follows to your imagination. Vae victis.
Secondly, if the tracking of such costs is handled by the Core Unit, it will push the processing requirements to the RAM of the player(s) in question. We already do know that scripts will be run client side -- I see no reason why the same should not apply for blueprints and their creation.
Thirdly, just because the actual VR environment is free from external influence, does not mean that the "simulated" VR should be. Using a simulated VR has its benefits, but we should also add some disadvantages to balance it out, in my opinion. Depending on a Core Unit will make it very easy. Imagine if accessing a "simulated" VR to create a blueprint required a Core Unit. Now, this Core Unit can be destroyed in the actual world. Being in the "simulation" protects you from harm, but not your precious Core Unit. And if such Core Unit is destroyed...here have my handkerchief.
The normal VR, on the other hand can and should offer protection to both the users and the Core Unit. That way, players will have to decide whether it's worth the risk and/or investment in skill training to work in a "simulated" environment.
Cheers.
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+1.
Congrats on being the first to address the issue. I was waiting for someone to do it! But first, allow me to clear off some misunderstanding.
The "simulated" environment only allows you to build an accurate hologram of the construct. That's what I meant by the overlay. Whatever is created in the "simulation" is not tangible: it's just a hologram. The purpose of such a VR is to:
Aid people to build holograms without having the required resources to do so and work on them when the needed resources are available. Nullify the cost of mistakes in construction posed by the absence of a cost-free creative environment. Aid the efficiency of multiple people working together on one project of whatever scale. Any other realistic ideas...whatever they are. There is no "press of a button" instant manufacture of constructs. This is a science fiction game not the Magical School of Sorcery and Strangeness. Players will just have the advantage of using the to-scale hologram to guide the creation of the actual ship. In other words, you still have to build your ship the manual way, but this time, you have metrics to guide you and whatever partner(s) are involved in the project.
1. Build a hologram, 2. perfect the hologram, 3. actually construct using the hologram as a guide.
Waving your hand and casting a spell like Harry Potter will get you nothing...but you can keep trying. Practice makes perfect.
As concerns the possibility of the abuse of such mechanics, I believe they have been addressed in my reply to Captain Twerk above.
If you have any more questions, wave your wand and utter a spell. I'll be there.
Cheers.
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ForlornFoe reacted to Atmosph3rik in Have to get something off my chest.. NMS related
I think the idea that Dual might actually be everything that it claims to be kind of piss off people that bought into all off what No Mans Sky was supposed to be.
I remember reading about No Mans Sky and getting a bad feeling myself. It was as if every person i heard talking about the game was describing a slightly different game. Basically because Hello Games was fine with just letting people believe the game would be whatever they wanted. It was the game of people's dreams, literally.
There are going to be some people who want to see DUAL fail just so we are all as wrong about it, as they were about No Mans Sky. Misery loves company.
Also DUAL will probably never be as popular as No Mans Sky was at it's peak, mainly because i just don't believe there are that many gamers that want to play the same type of game. People have different tastes.
The only way that many people get on the same hype train is if a lot of them are confused.
That's why i'm so glad NQ has been so honest about what kind of game DUAL is, but also what it won't be.
There's such an insane demand for the next big space game right now. People are hungry. I don't even think Hello Games set out to run the scam of the century. They just kind of stumbled into it because they were in a hurry to make some money.
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ForlornFoe reacted to Anaximander in {Hiring} Vortrex Mining and Science Inc.
You can't be an Inc. and have elections, that's not how Incorporated enterprises work. You don't get elected to a board of directors without having a share-hold. An Inc. is a conglomerate of smaller companies and subsidiaries, aka, an alliance of sorts. You can't elect who is on the council, they are by default granted a seat to it, just because they are part of the incorporated body. Same kind of rule applies to a "Group", although a Group is a collective of subsidiaries under a common Group, so a Group follows the rules of a Company.
Now, if you were to rename it to a Co. that would work well, since a CEO can be elected by a board of directors and you can have directors of different departments being elected internally by those departments (engineers elect a Chieft Technical Officer, etcetera) to represent themselves in the board, with all of them serving under the president of the company.
Also, you can't "hire everyone" if you claim to be a "single focus entity" like you claim at the start (mining), then go and ask for programmers, researchers, soldiers, etcetera. There's a reason Blizzard is a Co. , hiring programmers and artists to make their games, but not mercenaries or neurosurgeons.
I get the translation may be difficult, especially for certain words from one language to another, but you can change the name of the org to better represent its core features, your focus and what you actually going for. If your focus is to dominate the market and the job openings for minings in large scale operations and you want to attract people who want that, go for Co. , it shows you are not a scattershot that one day will call for massive mobilisation on a contract to hollow out a moon and the next you may claim to want to do PvP.
Also, what you want instead of the word "constitution", is Company Policies, as a Constitution is supposed to be followed by everyone who's part of a nation, and Company Policies apply only to employees.
And for the love of Cthulu, do not keep that line "you got to accept criticism" as a "quality", that's the most infuriating thing for any mature person out there that has worked for years under a supervisor who just wants to vent and then says "you got to accept criticism".
Some people who tried to "criticise" their subordinates in EVE, got 200 star systems forfeited by one of those persons because they "criticised" him very very loudly.
So yeah, if you can change "accept criticism" to "Be conversational and communicative", that would drive MATURE people into your mining organisation. Don't expect people as you expect yourself, you may be able to take a lot of "criticism", but some people are, sadly, not that thick-skinned.
Cheers!
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ForlornFoe reacted to Cybrex in {Hiring} Vortrex Mining and Science Inc.
This thread was to recruit, not to be a debate on terminology. I hate to be that guy, but take it to PMs ffs.
@MinerMax - good thread, you put some effort in to it. Keep doing you bud, and if you need help feel free to PM me.
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ForlornFoe reacted to yamamushi in Ingame Names
No word yet on changing character names in-game. I have to believe that character names are going to be static though.
In Eve Online your name was your badge, it meant that if you did something bad to someone, the reputation went with your name. I would argue that Dual Universe is going to be very similar, wherein your reputation goes along with your name. If that's the case I'd say that we shouldn't have the ability to change our names in-game, otherwise it would be too easy to do something nefarious without any consequences.