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actualy i meant that if character x changed his call sine left his previous guild and joind another guild the second guild would have no way of knowing that he was character x. because he never divulged his true name and therefor they didn't have means of comparison. enen though they now had his true name.
so there would be much easier guild infiltration than there is now (provided it still only orks one or two times before enough people know your truen name to prevent changing call sines from working any more)
so there would be much easier guild infiltration than there is now (provided it still only orks one or two times before enough people know your truen name to prevent changing call sines from working any more)
Lord Q : Sure. But your second sentence is the reason why this won't be a worry : you can't keep you true name too long. (This won't stop alts of course, but that's unrelated.)
"If it's not broken, don't fix it". Leave well enough alone, people.
jex : hehe. Actually, that's one of the axioms that is easy to debunk. Consider, say, the horse-drawn carriage....
softy: no-one fixed the horse drawn carriage, it was not improved.
It was replaced by the horseless carriage. Replacing something with a better product is not the same as fixing it.
It was replaced by the horseless carriage. Replacing something with a better product is not the same as fixing it.
Eh, spellcast, if you are splitting hairs....Ok you win!
Keep it as it is. If you want to change your name place a request with the devs/guides. Having two names is pointless. And there's no way in hell I'd let the lame name generator come up with my character names, that's half the fun of the game, coming up with unique names.