1 (edited by Celebro 2015-04-07 17:03:25)

Topic: Devblogs: Summary

I was reading all related Dev blogs for this year and decided it would be a good idea to put it all in one place with the status of each changes mentioned by the Devs.

This is not a 'hurry up get a move on
thread' for the devs, more like a summary of the most important blogs and what needs to be done and what has been accomplished this year, as you can see they have worked really hard only thing is, its all over the place.
Please let me know if I have missed anything important. Not completed feature are marked in yellow.



Interference new languages and other stuff: Date 2011-01-12


New heavy mech bot lithus-completed

Interference- completed

Robot expolsion area of effect- completed

Area of effect weapons- Not implemented yet

Trophies and loses section-completed


Free Trial, hotfixes and new areas: Date 2011-03-17


Free trial- completed

Announcment of new islands- Completed


Stealthy patch incoming: Date 2011-01-28


Roaming NPC update: Completed

Noragalis plants: completed

Worn down paint: completed

Stealthy features: completed


The move to shaders 3.0: Dated 2011-10-13

Implementing shaders 3.0, shader 2.0 will not be supported: Completed


Skittering Arhkes: Dated 2011-10-28

New robot animation for arhkes: Completed (also light bots)


Terrian sneak peak Dated 2011-12-21

Pictures of new terrain engine:completed ( Most probably in with gamma islands)


Slope displays revisited Dated 2012-03-23

Slope display changes needed for terraforming : Completed




The great big revamp: Date 2011-07-16


Docking access management in beta outpost- Completed (With Intrusion 2.0 patch)

Elite spawns, dynamic NPCs- completed

CT changes easier for new player: completed

No more combat grinding for industrials: completed:)

Set waypoints on the map etc- Not completed

Zombie pilot- completed

Character reset and subtract extension levels- Completed (No character reset possible)

Triangle;level 1 transport missions changes: completed




The sweet sound of development: date 2011-03-03


Crossover games brings game to linux/OSX -done

Artifact scanning- completed

Six new islands- completed



The future of perpetuum: date: 2011-02-15


Artifacts scanning: completed

Energy credit system: In the works ( mentioned in other blogs)

Artillery: In the works

More types of weapons: In the works

Hybrid robots: not implemented? ( balancing issues)

Terraforming : Gamma Island with terraforming: completed

Player built structures: In with gamma islands: completed



The Calm before the storm Date: 2011-03-28


Gobal storage listings: Completed

Removal of npc buy orders: completed

Geoscanner folders: completed

Market rates graph changes: completed

Event notification system: completed

CT Trading: completed

Market order modification: completed

Trophies/losses detials: completed

Explosion damage: completed

Spark teleport: Completed( mentioned in various blogs)

Perfomance based assignments rewards: In the works




Terra incognita Date: 2011-04-28


12 islands: completed

Highways: completed

Event notification system: completed

Robot's area of effect damage: completed

ERP and weapon stabilizer: completed

Internal markets: completed

Corporation recruitment panel: completed

Titan removed from beta: completed

mining/harvesting amount increased: completed

Carrer tips: completed

Account reset changes: completed



This Summer (Part 1) Date: 2011-06-06



Career tips: completed

Friend Approval: completed

EW NPC balancing: completed

Changes in outpost ownership: Completed with Intrusion 2.0

The energy credit system and all the features mentioned: In the works



This summer (Part2) Date: 2011-06-24


Alliance features: not implemented (most probably delayed due to player feedback)

More coporation management improvments (corporate projects): In the works

Account reset to be removed: Completed

Spark teleport: Completed

waypoints and auto pilot system: In the works

Paint jobs using microtransactions: In the works


Intrusion 2.0: Dated 2011-07-29


Intrusion changes: Completed


August status report: Dated 2011-08-25

New assignments: completed

Relation system changes: completed

Random NPC spawns: completed

Pathfinding/Zombie pilot: completed

Unstack by volume: completed




Attributes extensions and sparks date: 2011-09-28


Attributes removal:Completed

Character creation changes: Completed

Account reset option to be removed: Completed

Spark will have bonuses: Completed


I like my eggs scrambled: Dated 2011-10-20

Distress beacon where npc's can be summoned from anywhere -completed

Free Trial changes.Will be able join corporations and see the open server market -completed


December status report : Dated 2011-12-15


New hauler glider bot the 'Scarab' with 720U of cargohold- Completed

Syndicate supply shop using faction tokens to by faction ammo and advanced charges -completed

Beginner assignment improvements. Split into 2 branches industrial and combat - completed


New year, New toys Dated: 2012-1-09


Improved NPC AI-Completed

Inter- island mobile teleports-completed

Proximity probes- completed (PVP islands only)

Depolyable Walls- completed ( PVP islands only 3000m from outpost max)

Plasma bombs to destroy walls- completed


The Road to PBS : 3 Part series follows: Dated 2012-02-15 to 2012-03-31


Gamma islands with terraforming options- Completed

PBS building and planning with deployable blueprint on terrain. Network system of strutures: Main terminal, control tower,reactor,facilities, masker, mining tower, repair nodes, booster nodes- coming with gamma- completed

24 Gamma islands and new island layout on map-completed

Test server for all of the above- Done (Server went down after gamma expansion patch)

Industry 2.0 blog- completed



Industry, Remixed Dated: 2012-04-26

Remove Navigation extension-completed

Scarab MK2-completed

Gamma only minerals with new commodities and redistribution of mineral by faction-completed

Random ore fields and directional scanner- completed

Production point system revamp for CTs- completed


Testing, Testing.. is this thing on?: Date 2012-05-09

Public test server announced: Completed.


Gamma, Gamma Hey?: Date 2012-06-01

Gamma Island 1.0 Announced: Completed ( This update was reworked on gamma 2.0)



The Gamma Proposal?: Date 2012-07-10


Gamma issues starts and following a player conference/feedback http://content.perpetuum-online.com/aud … 07-05.mp3.

This were the important updates annouced:

NPC Seeding for building foundations: Completed (This has changed)

No Build Zone increase to 2000m around Gamma Teleports :Completed

MPC Aura Buildings: Completed

Spark teleport: Completed

Private Transport Assignments: Completed

Higher tier items and bots using colxium: Not Completed

Multiphase emergency mode for Terminals : Completed


Elephants in the room: Date 2012-07-10

Exploits; where when you die the same fitted bot appears in terminal was abused: Fixed

The big issue with the gamma 2000m no build zone ensues , most players are not happy with the changes so update was postponed for further meeting with elected corp members to discuss. Anyways, this updated went through in the end, and was completely revamped in gamma 2.0.

Player conference here :http://content.perpetuum-online.com/audio/dev-player_conference_2012-07-05.mp3


Winter is coming: Date 2012-09-13

Introduction of ICE announced: Completed

Perpetuum Greenlit


The Future Research, Assignments, Instances: Date 2012-12-29


Improved research system: Completed

New assignment system: Was made random but still waiting for the complete package update

Instances : Has beed partially completed only for the new player island, but no other uses mentioned has been completed.


New Assignment system stage 1: Date 2013-09-18

Mostly about improving the mission interface and making them random: Completed



A beginning is a very delicate time: Date 2013-12-24

Character creation improvements : Completed

Newbie player island: Completed

Getting ready for Steam release: Completed



The end of subscriptions, the start of something new: Date 2014-04-16


Payment model changes, Perpetuum becomes buy once to play: Completed

Perpetuum Credits introduced: completed

Robot paint option: Not completed

Devs drop the bomb with a gamma reset : Completed sad



Status report May 2014: Date 2014-05-29

Steam already released 600 player mark reached online.

New servers announced#: Completed

Gamma revamp: Completed

Assignment system revamp Stage 2: Not completed (very soon to be)

Robot balancing changes by our great Dev Alf: sadly completed ( very much on debate by most players)

Teleport and highway revamp: Not completed

Steam trading and market integration: Not completed (may be put off on the back burner)

Complete engine and client rewrite: Not completed (been working for almost 2 years on this before annoucement)


SEPTEMBER STATUS REPORT - GAMMA ISLANDS RETURN: date 2014-09-12

After shutting down gamma and a complete removal, details on new gamma completely reworked for balance.


OCTOBER STATUS REPORT - EA ENDS, ROBOT REBALANCING: date 2014-09-12


Annoucing end of Early access on Steam.

Mining Field are node based: Completed

Gamma 3 terminal limit lifted ~:Completed

SAP changes: Defenders need to complete their own SAPs now: Completed

Details of the Robot balancing changes : Completed



ICE RETURNS, FIRST DETAILS ON RANDOM ASSIGNMENTS: date 2014-12-18

ICE returns to buy Perpeuum credits for EP boosting etc: Completed

Details of new assignment system part 2 explained

RIP PERPETUUM

2 (edited by Inda 2011-10-01 15:39:59)

Re: Devblogs: Summary

Thank you the summary!


(Dont use blue pls)
(Dont use blue pls)

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Devblogs: Summary

Inda wrote:

Thank you the summary!


(Dont use blue pls)
(Dont use blue pls)


But blue is my favourite colour tongue

If its not very readable I will change it later today.

RIP PERPETUUM

Re: Devblogs: Summary

I can t read, my favourita also blue wink

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: Devblogs: Summary

Nice summary, but please change the colour.

Re: Devblogs: Summary

Thanks for the summary!

Zombiepilot is NOT completed. It works extremely bad.
Terraforming was canned? What's the source?
I think that artillery and AOE weapons are the same thing.
Idk about continents, but 2x2 island is certainly in the works.

Re: Devblogs: Summary

Mark Zima wrote:

Thanks for the summary!

Zombiepilot is NOT completed. It works extremely bad.

Zombie pilot was supposed to just lurch ahead. Compare that with what we currently have. The autopilot does have a few buggy cases tho.

8 (edited by Annihilator 2011-10-01 19:04:46)

Re: Devblogs: Summary

AoE weapons and artillery are not the same wink

AoE weapons are robot mounted, artillery is deployed structure. source: public IRC-chat some time ago

2x2 island defenately in the works!

Summoned NPC spawns: in the works (podcast, codename "egg")

bigger then 1 tile robots: engine restrictions have to be overcome (and thats a fundamental issue)

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: Devblogs: Summary

Mark Zima wrote:

Thanks for the summary!

Zombiepilot is NOT completed. It works extremely bad.
Terraforming was canned? What's the source?
I think that artillery and AOE weapons are the same thing.
Idk about continents, but 2x2 island is certainly in the works.

Thanks for the comment. Zombie pilot is working as intended afaik. New autopilot with way points is not yet completed and will improve on the zombie pilot feature.

Terraforming is on one of Dev blogs here : http://blog.perpetuum-online.com/posts/ … the-storm/. Please state your source, who said it was canned, only heard that it was hard to balance right now?

Artillery and AOE yes should come in a patch together probably.

Really large islands are usually called continents, Idk that's what a heard in the podcast. I think annihilator went to visit the devs and more land mass was mentioned. Correct me if I am wrong.

Edit:OP colour changed for readability wink

RIP PERPETUUM

Re: Devblogs: Summary

There are a total of 18 "In the works" projects.

Makes you wonder some days.

Just Sayin
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Re: Devblogs: Summary

The list looks semi-okishly (what a word lol), until you realize most of those "completed" are small features (Gobal storage listings? Removal of npc buy orders? Geoscanner folders? Market rates graph? Event notification system?) that add a little bit of tools.

AC has not added anything "major" to the game in the last year besides 2 things.

1. Artifact system.
2. New islands.

And even that is a stretch. You can create a new island in a few days, just get dead-drunk, take a picture of your vomit, import, apply textures and voila new island. Srsly... roll

P.S.

You forgot the minefield system that Devs have been talking about around release.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Devblogs: Summary

Syndic wrote:

You forgot the minefield system that Devs have been talking about around release.


I only put whats on the dev blogs this year, and talked about on the podcast. Anyways thanks and noted wink.


This year has been more of tweaks and small features and some new content I agree. AC have done more to improve the game in less than a year than what CCP has done the last 3 years. smile

RIP PERPETUUM

Re: Devblogs: Summary

Syndic wrote:

And even that is a stretch. You can create a new island in a few days, just get dead-drunk, take a picture of your vomit, import, apply textures and voila new island. Srsly... roll

I find the lack of troll in your troll disturbing.

Ever been to Shinjalar, Hershfield, etc? That is some serious meshing and texturing.

Besides, leave it to CCP to get 400 guys to make one room and a couple of monocles (although, they said they brought in external artists for that, paid for by microtransations). And nerfing supercaps and a couple of t-shirts constitutes a winter expansion.

Re: Devblogs: Summary

Doek wrote:
Syndic wrote:

And even that is a stretch. You can create a new island in a few days, just get dead-drunk, take a picture of your vomit, import, apply textures and voila new island. Srsly... roll

I find the lack of troll in your troll disturbing.

Ever been to Shinjalar, Hershfield, etc? That is some serious meshing and texturing.

Besides, leave it to CCP to get 400 guys to make one room and a couple of monocles (although, they said they brought in external artists for that, paid for by microtransations). And nerfing supercaps and a couple of t-shirts constitutes a winter expansion.

Im just going to assume he never has been.

The real topic here is that nothing, or hardly anything of note, has been added over the last 8 months of the game.

Now this really wouldn't be a issue if all things were working well, and moving along nicely.  However, this just simply isn't the case.

Beta's are basically broken.
Outposts are next to useless .
Zombie Pilot doesn't  work to any real effect.
Stealth Assaults have never been heard of again.
Arty, that elusive beast, has never been talked about again.

I can go on and on and on and on...but I will spare you the grief.

What I HOPE is happening, I REALLY hope, that there will be a massive winter expansion to get rid of all of these little hindrances that are holding the games TRUE potential up.

Just Sayin
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Re: Devblogs: Summary

Doek wrote:

I find the lack of troll in your troll disturbing.

Ever been to Shinjalar, Hershfield, etc? That is some serious meshing and texturing.

Besides, leave it to CCP to get 400 guys to make one room and a couple of monocles (although, they said they brought in external artists for that, paid for by microtransations). And nerfing supercaps and a couple of t-shirts constitutes a winter expansion.

Hello, f*cking priorities? lol

Sure they're pretty to look at, but what do you sorta... do with them?

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
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The Imperial Grand Wizard of Justice

Re: Devblogs: Summary

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

Re: Devblogs: Summary

Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

\o/ cant wait! big_smile

True Pros make a Podcast to influence the Devs minds, 
The rest of you guys are Hacks tongue

PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: Devblogs: Summary

Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

You Nailed it there...just if the DEV's don't make that perfect...this game will be in some SERIOUS trouble.

Just Sayin
01000110 01110010 01100101 01100101 01101100 01100001 01101110 01100011 01100101 01110010 01110011
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Re: Devblogs: Summary

0110011100001111001010001 wrote:
Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

You Nailed it there...just if the DEV's don't make that perfect...this game will be in some SERIOUS trouble.

They don't need to make it perfect, they just need to make it good..

Re: Devblogs: Summary

I'm sure everyone is so tough out of love smile

/obviously happily drunk

----
I play MMOs. I need a signature which is deep, thought provoking, and devours bandwidth with the voracity of rabid weasels. It is also, by nature, vaguely sad with a tinge of my obvious internal, unfathomable loneliness. Like this, sad  , but at 1.3megs packed into 2 by 6 inches. ANIMATED.

Re: Devblogs: Summary

So the most reliable DEV is Gargaj,
everything he said was done ^^

Re: Devblogs: Summary

0110011100001111001010001 wrote:
Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

You Nailed it there...just if the DEV's don't make that perfect...this game will be in some SERIOUS trouble.

I disagree with you there. I think the game is already in trouble (read: on life support). Notice the accounts-online... soon in two digits at peak-times. lol

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

23 (edited by Obi Wan Kenobi 2011-10-03 11:58:14)

Re: Devblogs: Summary

Syndic wrote:
0110011100001111001010001 wrote:
Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

You Nailed it there...just if the DEV's don't make that perfect...this game will be in some SERIOUS trouble.

I disagree with you there. I think the game is already in trouble (read: on life support). Notice the accounts-online... soon in two digits at peak-times. lol


I think its safe to say we would disagree on much lol bar this, perpetuum is already well in trouble. IF some thing isnt done about it sooner rather than later then we might as well forget about perp sad The boost this game got 3-4 months ago has now gone due to many reasons.

I dont think things are so far gone now to say to the devs "you blew it" but it getting there.
Im hoping POSs & a few other things can breath life back into the game. the question is, can the game population wait that long?

True Pros make a Podcast to influence the Devs minds, 
The rest of you guys are Hacks tongue

PS. I got my Highways & stopped playing b4 they came in & have never used them! ...... Irony much ? tongue

Re: Devblogs: Summary

I think - and I probably sound all "doom & gloom" - that the population is going to drop significantly. From release and 900-1000 online at prime time, we went down to 150-200. From the EVE exodus and 800-900 at prime time, we went back down to 80-150, maybe 200 on a weekend. That's a huge player retention problem right there, something is obviously not right and I suspect its too much balancing of irrelevant things (lights vs mechs, green missile range, etc) and too little adding new content (minefields, artillery, terraforming, POS, real nullsec, etc).

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Devblogs: Summary

Syndic wrote:

I think - and I probably sound all "doom & gloom" - that the population is going to drop significantly. From release and 900-1000 online at prime time, we went down to 150-200. From the EVE exodus and 800-900 at prime time, we went back down to 80-150, maybe 200 on a weekend. That's a huge player retention problem right there, something is obviously not right and I suspect its too much balancing of irrelevant things (lights vs mechs, green missile range, etc) and too little adding new content (minefields, artillery, terraforming, POS, real nullsec, etc).


Major things would need to change with balancing, first off the EW needs to be changed, when a Light EW can perma jam mechs/hmechs it tends to reduce those said mechs to less viable in many situations, why would anyone train past light EW's? Max out your EW skills and get a force of those little bastards together and its a done deal lol. Also if they implemented a large scale map with LOTS of island or just two HUGE islands to build your own kingdom with POS's this game would take off. Just my opinion.