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		<id>https://thedeafguy.online/index.php?title=Dune:_Awakening_Hands-On_Preview:_Fear_Is_The_Player_Killer&amp;diff=40287</id>
		<title>Dune: Awakening Hands-On Preview: Fear Is The Player Killer</title>
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		<updated>2026-04-22T16:45:51Z</updated>

		<summary type="html">&lt;p&gt;207.244.119.99: &lt;/p&gt;
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&lt;div&gt;&amp;lt;br&amp;gt;Some systems still feel like they&#039;re finding their footing, and parts of the early experience may need a bit more tuning before launch. Even so, there&#039;s something captivating about slowly establishing yourself in a place that seems determined to erase you. The grind is real, the dangers are constant, and the sandworms are always listening. If the rest of the game delivers on the same level as the preview, Dune: Awakening could end up feeling less like a survival game and more like a long-term test of w&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Anyone who has watched the Dune movies is likely aware of Arrakis&#039; depiction: endless sands, few civilizations, and lots of ways to die. It is a standard depiction of sand through and through, but [https://Observatorioedu.com/ Dune Awakening guide]: Awakening adds some variety thanks to the books. The sand&#039;s color changes depending on the minerals in the region, while things like Drum Sand (noise-emitting sand) and quicksand are also prevalent throughout the space. It&#039;s all sand at the end of the day, but it features more variety and more hazards than the recently-released movies. Of course, the greatest wildlife threat in Dune is the sandwo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;And Lynch’s strange film isn&#039;t being ignored either. &amp;quot;Lynch tried to grapple [with] a lot of the strange weirdness of the license, which is something which we don&#039;t want to ignore, we don&#039;t want to forget. That&#039;s part of the uniqueness of the world, and it&#039;s something we just want to keep on adding. And I keep telling the rest of the artists working on this, this is an opportunity that doesn&#039;t come around very often, to work on something this uniq&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The only customization caveat is that things like armor will need to at least maintain their core appearance for the benefit of other players in a PvP context - players can change the color of heavy armor, for example, but not make it look like light armor. In a broader sense, players will also have a lot of say in the composition and aesthetic of their home base and how they choose to traverse the land. Transportation like ornithopters and groundcars will be at their disposal, and designing elaborate bases to then sell the blueprints is highly encoura&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Mentats are human computers capable of calculating data at superhuman speeds, and the class focuses on utilizing technologies to plan and strategize encounters, laying traps, exploiting enemy vulnerabilities, and more. The Order of Mentats is a &amp;quot;secretive and insular organization&amp;quot; from the established canon that is largely unrepresented or overlooked in most screen adaptations , making this class likely to be greatly appreciated by fans of the original nov&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;For example, there are various random and world events set to trigger in the game. Our demoist was at a Harkonnen base, and we got to see some Harkonnen soldiers preparing to execute House Atreides POWs. While some MMOs can have lifeless worlds because of the emphasis on a player and their faction, that doesn&#039;t appear to be the case here - though that&#039;s not to say players won&#039;t have a huge impact on the game wo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;A nice co-op feature mentioned during the demo was that players can either half or full build objects , either placing a hologram of what they will look like somewhere or fully crafting them, to aid in collaborative building. As players build up their bases, they will also have to work to maintain them. Things like lighting and machinery require power systems to be made in order to run, and in general the bases built will require taxes to be paid on the land on which they &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&amp;quot;How do we take something that&#039;s 40,000, 50,000, 100,000, years into the future, a feudalistic system, and make it feel ancient and modern at the same time? I think it&#039;s a great challenge, a great opportunity to do that. Thinking about what spaceship design looked like for these people. It can&#039;t be Star Wars, it can&#039;t be cliched sci-fi. It has to be unique. It has to be different. And there are no aliens. They&#039;re all humans, but they&#039;ve just been separated by time and space, and they develop very separate approaches to thin&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Troopers are a dedicated gunnery class in Dune: Awakening that specialize in enhancing ranged weapon tactics for rifles, scatterguns, and bigger weapons such as missile launchers and lasguns, all of which can be crafted after researching the associated schematics. Trained in the Landsraad&#039;s Great Houses, which are part of Dune&#039;s deeper lore from before the Butlerian Jihad, Troopers are an effective and powerful ranged class. They have dynamic skills suited for exploration and epic battles, and make use of a starting feature called a Suspensor Belt that enables unique abilit&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Our first look at Dune: Awakening was brief, but special. It taps into everything that makes the franchise great, explains it all well in its narrative and MMO underpinnings, and offers plenty of opportunities for players to engage with the world around them. The Dune franchise is only going to become increasingly popular, it would seem, and it looks like Dune: Awakening is prepared to ride that wave like the Fremen ride sandwo&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
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