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About ProphetZarquon

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  1. It has been stated that PvP will definitely not be FPS-style point & shoot, at least for the most part. Combat will be stat based, not twitch-reflex based. Shooting will be select target & fire, like most other MMORPGs. Personally, I'd hope for some specific weapons to be point & shoot, but that's because I prize variety; I'm not actually very good at FPS aiming, even though I'm a pretty competent dogfighter if you drop me in a Newtonian flight sim with no auto-assist to regulate rotational inertia. I'm actually hoping that rotational braking will both cost fuel &
  2. Not mentioned at all in the roadmap: Creatures Is there anything at all you can tell us about wild creatures in DU? Do you hope to have any wild creatures by the full version release? Is it planned as a strongly desired feature, or is it more like "maybe if we get around to it", or definitely not in release but maybe as an expansion afterwards? If I recall correctly, Baillie has stated that he'd like to see procedurally generated creatures make it into the game eventually; but that doesn't really tell us anything about variety. ... If there are wild creatures pla
  3. Wide variety of PvE creatures please. Procedurally generated biology & behaviors would be great. Hopefully some planets would be hopelessly infested with camouflaged carnivorous flying centipedes with mouth-feet & seven eyes.
  4. A monthly subscription is a non-starter for me. The only reason I became interested in this very technically innovative game is the possibility that I could evaluate & potentially even play, explore, test, build, & contribute to the game without always having to pay a monthly fee. Monthly fees for games are an extravagance I simply cannot afford. However if there is enough complexity within the game for me to offer some service to paying players, such as doing the grinding which they pay real dollars to avoid, or offering my services as a mercenary for someone who paid real dolla
  5. Personally, I am in favor of a large group of players (or one sufficiently well-funded one) having the capability to frag/slag a planet. In a game with a near-limitless procedurally generated environment & (presumably) ever-expanding zones of influence around the safe-spawn zones, it only makes sense that resources could truly become exhausted. Also, planet-buster weapons are just fun. How splitting a voxel group as large as a planet is accomplished, I have no idea, but I'd definitely like to see something like Universe Simulator, where debris & resources can actually collect int
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