If you are planning to introduce some extensions for the management of these structures, it would be nice to be personal extensions, not to be bound only to the CEOs of corporations.
Of course, the CEO or the Director may assign this role to a member of the corporation.

52

(31 replies, posted in Bugs)

Tellesis, two spawn, the coordinates (1398.906) and (1940.543). One or more of the NPC is stuck inside the structure, then it does not spawn a new one.
It is very uncomfortable to walk 10 km with a slow heavy robots, logistics, haulers, and then we found that the spawn is broken.

Please any information from the developers, because this error occurs frequently.
Any information is always better than silence. smile

Is it better to send Support ticket for every broken spawn, or is it enough to write in the forum?

I support the idea.

It would be good, to be marked by the developers if they accepted the idea, and that they put on their "soon" list.
In this way we would not have to "rise from the dead" old posts.

+1

Excellent suggestions.

Handling a large amount of loot is causing a slowdown game, every time I do it, it's a nightmare.

55

(31 replies, posted in Bugs)

The Hersfield island, coordinates approx. (700,800), one NPC is broken on spawn.
He went through the wall and stayed there. I can not shoot at him, he can not shoot at me. Just constantly locks and unlocks.

56

(41 replies, posted in Feature discussion and requests)

Annihilator wrote:

imho, plants should simply grow everywhere MUCH FASTER.


I believe that this is a good idea.


Annihilator wrote:

and then locking and shooting them enabled...

The possibility of locking and shooting plants that are harvested for industrial purposes is not a good idea. The main reasons why I am against it are:

- Some players will deliberately destroy all the plants on the islands, especially on the alpha-islands, so it would be a big shortage in the market.

- This may be a form of griefing, for example, a player A harvest a plant, player B will be right there and destroy the plant, and it can work as much as he wants without any consequences.

Many years I was present in online games and convinced myself that there is always a small number of people who are willing to take every opportunity to make any harm to others, especially if the other party has no possibility for protection.

I hope that developers will carefully weigh all the pros and cons of introducing the idea of an incubator for all plants.

+1

58

(14 replies, posted in Selling Items)

Arga wrote:

OMG

Your probably already too late Alex smile


No worries, with the price from 250,000,000 for the Scarab, no one will be late.

It's been 9 hours since it was first put on the market, and still none of them sold.

Do not trust Google's translation. Therefore, you can cause a third world war.

(добыча ников)  -  (production nicknames) - instead (earning NIC), lol

60

(19 replies, posted in Feature discussion and requests)

+1

Squad is always necessary to have a squad leeader. If squad leader goes off, let the program automatically assign the role to the next member of squad, unless the old squad leader is not already assigned to someone.

+1

I'm surprised that this has been done already in the alpha stage of programming.

Probably someone from the players or the corporation wished to have the option to sell or buy a CT on the market. In this way, he could make NIC with this business.

Then the market could become more dynamic. Small or new corporations could more easily engage in production and should not have their own "prototyper".

63

(14 replies, posted in Resolved bugs and features)

If for some reason you need to urgently (eg because of the appearance Observer) to remove the map from the screen, click on the minimize rather than close.
Map immediately disappears.

64

(386 replies, posted in News and information)

902

65

(8 replies, posted in Feature discussion and requests)

-1
I agree with DEV Gargaj.
This forum is a place to talk about Perpetuum, and not a place for strange artistic creations that people put in the sigs.

I noticed significant slowing of the game when I pass near the place where you can find 10 or more containers (the remains of the destroyed NPC).
When I move away from them and I do not see them on Landmark, slowing disappearing.

The cause of slowness is not lag. In that time does not exceed the usual values of 50-60 ms.
If I see a greater number of players or NPC, this slowdown is not happening.
I have a ATI Radeon HD5770 with 1GB of RAM, and the game graphics settings are at maximum values and everything works great.

I mention this little problem just because of the possibility that there is a hidden error in the programming code related to the containers.
It's illogical to me that only the appearance of many containers on the screen slows down the game and other things are not slowing down.

Did anyone noticed something similar?

If the chart of damage type is confusing, here's a simplified description:

Nuimqol robot (have best seismic resist and weak thermal resist, shooting with EM slugs - kinetic damage) is best against Pelistal robot (best thermal resist and weak kinetic resist, shooting with missile - seismic damage).

Pelistal robot is best against Thelodica robot (best kinetic resist and weak seismic resist, shooting with laser - thermal damage).

Thelodica robot is best against Nuimqol robot.

In other words:
Nuimqol (blue) can "easy" kill Pelistal, but it is better to run away from Telodica.
Pelistal (green) can "easy" kill Telodica, but is better to run away from Nuimqol.
Telodica (yellow) can "easy" kill Nuimqol, but is better to run away from Pelistal.

68

(2 replies, posted in Q & A)

Push the button below ESC (that is on my keyboard).

69

(3 replies, posted in Resolved bugs and features)

I opened a market window and I want to check the price of anything. For example Mesmer.

http://i1091.photobucket.com/albums/i38 … m_0001.jpg

In the meantime I decided to sell an item, for example a decoder.

After I click sell, on the market window appears the image and name of the item for sale. Everything else is unchanged.

http://i1091.photobucket.com/albums/i38 … m_0002.jpg

I change different items on market window, and different items for sale and still this error is repeated.

When I sell a desired item, I get the correct amount of NIC. This is not exploit for NIC making. smile

Click on Assignments menu. Choose "ALL ASSIGNMENTS" tab ....

71

(16 replies, posted in Feature discussion and requests)

JeanMi Requile wrote:

When emptying a field container or a loot can, filled with a large amount of very small items such as ammo or ore which’s total volume is greater than your cargo capacity. It would be handy if the game automatically calculated how much of the item can go into your cargo hold.

The same should be for the transfer of goods from the corporate or private hangar into a cargo hold.

72

(25 replies, posted in Guides and Resources)

It would be helpful to specify who is editor in chief.

When someone finds a bug, it can send a PM to the editor, because there is no need to write in the forum.

Standard sensor amplifier info shows for Locking time 23% (item is fitted on Arbalest).

My extension for Sensor Connection is a Level 2.

Info for this extension says: Each level of this extension enhances the target locking time modifier of sensor amplifiers and remote sensor amplifiers by an additional 2%.

For this amplifier, base value of Locking time is 20%. From this I conclude that the bonus should be 24%, not 23%.

After undocking, I put amplifier on, and then looked at the info.
Locking time is reduced from 10 sec to 7.69 sec (~23%).

Is the error in the extension or in a module?
I have not checked for other modules.

74

(25 replies, posted in Guides and Resources)

Nice job.

I found some mistakes:

1) http://foom.electric-mayhem.org/wiki/maps

Some names of islands and their classification (alfa-beta) is wrong on the map below (World map with teleport link). Upper map is accurate.


2) http://foom.electric-mayhem.org/wiki/tellesis

Tellesis is Alpha-2 island, not Beta-2.


I hope I helped a little. smile

75

(27 replies, posted in Bugs)

When the previous cycle is complete, it should appear a new progress bar (gray). But there is no new progress bar. The module looks like it was never launched. No change in him is not visible. If you wait to pass some time (one cycle), I see to reduce the number of charges in the module. And after that, the module looks like it is off.