nice try ralph what about those who found them in geo cache? They get left out? Seems to be a minor problem any how, I'm sure the devs won't do it again!! ... I hope

102

(11 replies, posted in Feature discussion and requests)

+1 to annihilators idea would add a few elements to the indy game including producing a "external cargohold"
But I think it should only be available on the lithus... Sequer is far to low in the EP tree for this functionality.

Only thing i thought to add after it was done..... Missions! In STeve first mission shows you how to get to a station next mission is to kill 2 things and deliver cargo to mission giver then she sends you to a station where... There are 5 tutorial mission givers that give 7-10 missions each Military, Advanced military, Industrial/mining, Industrial/market/transport, and Exploration/pvp.
There is no reason you have to complete any of them but at the end of each one(completion of all missions from that giver) you get a ship/mod...(I know its to early in the game to give a bot for each of those categories)  I agree with what Fredrich said in his end statement... needs to be more a reason for PVE players to stay when they first join. Be it missions or there favorite grind.

+1 almost reported as a bug and it still may have been when 2 corp members had the same corp storage folder open both deposited plasma one didn't refresh his page and withdrew all the plasma.... the one that deposited the 2nd batch saw it refresh to 5.5k.... the one that withdrew only got 4.9k (the original deposit was 4.9k) the 600 the 2nd member deposited just "vanished" I went threw the log and can't really piece it back together as they log sorts buy x ammout of items per page and doesn't show totals.... Its only 600ish plasma so I wasn't to worried.

105

(2 replies, posted in Q & A)

Paypal changed the way the german kontos are working you must pay euros to paypal then they "hold" them in your paypal account until you pay for something. Its a pain in the A$$ but it still works. My wife has Postbank and there is no way around this for her (she loves Ebay and 95% of Ebay loves paypal)

Once I get home and test my new mic with you Grem I would say im confirmed.

Arga wrote:
Annihilator wrote:

if the market is affected by anything, then its the exorbitant price of epriton

As a small independant producer, I can say that for me at least, this is the issue.

I could be producing more, but at the price I would have to charge, only corps could afford to buy them; and they can and do produce them less expensively.


QFT
I can produce alot of things t1->t4 but the cost of red slime is killing me and making me fall back to producing cheap things for noobs and personal use only.

108

(22 replies, posted in General discussion)

Gremrod wrote:

I think people can understand that RL happens and sometimes they tend to happen at the worst times.

Take care of your stuff man don't let the weight of the world drag you down, and don't let others opinions of you make you act rashly.... F*** EM if they don't understand.

Celebro wrote:

Setting combat on a schedule really breaks the sandbox. I still believe PVE and the new player experience is in more urgent need of a fix before OP ownership. This will bring in more players, with double or triple the numbers online at peak time will make pvp more likely and interesting even with no outpost ownership.

+1

Whats the first thing you see as a noob in this game 10 missions and sequers flying by you... Expand the PVE options and the PVP will follow easily.

Watch Tower
Short: Provides a radar image of X ammout of meters around the tower for land owners and provides light defense structure mounting points.

Long: Player built structure that has a "Proximity sensors" built in to it would provide all the same data as the Proximity sensor, and have a few minor defences maybe 2 "small defence structures" at base of watch tower. Watch tower would need all items that the two items its made of to keep running. Make them have a one person dock so that a scout could hide in the structure if he deemed it to risky/worthless to run back to base but if structure is attacked and destroyed scout vehicle is ejected and damaged(possibly destroied due to AOE).

Yea Flat map straight line center to center I believe is the answer.... Nice math work tho

4 hours average

Please just post up in a reply how many hours a day on average you play perpetuum.

Read wall o text and all posts.... Yeah 2 big islands (1 pve and 1 pvp) would be nice. Make the pvp one the terraformable with pos and playerbuilt structures. Make the pve one a mission hub with the ablity to select Corp specific missions and have multiple outposts for corps....
Back to topic of post - There is no nice shiny "i can play for fun" in this game... Honestly its a hardcore gamer game... Even in stEVE there were ways a person could PVE for 5 hours a week and be content with their toon and the game. If I PVE for 5 hours a week in this game I would have given up already also (lack of funding = oh great ima spend my 1 hour of gaming today running xports)... I spend ruffly 3-5 hours a day PVEing this game more on my days off from work. Personal opinion is its not the land mass its the PVE content.

115

(10 replies, posted in Q & A)

Arga wrote:

While on the terrain, open your assignments window. You can select the 'active' assignment, which will then correctly display the destination on your radar.

Answer was in 2nd post its not a bug and you should be aware that only the last assignment or the first assignment selected is the "active" one when you leave the Alpha terminal. Once deploied if you don't have the assignments window open... Go to the top right corner and hit the far right button for drop down and open your assignment window... next use the drop down on it to select the mission you want active..... BOOM your BIG RED LETTER moves to where the delivery station of the selected mission is. As Arga/Alex stated the BIG RED LETTER won't show up on an island your not currently on cause the radar is only for the island your on.

Forgot to Screen shot this, using a geoscanner with related skills that make it 90% accurate. For cache hunting

Shot a few R50s got my bearing head in that "correct direction switched to R30s when closer.. Continued my bearing got just inside of 1000m switched to R10s and noticed the artifact should be near a hill top. Headed up the hill top and started scanning again and noticed a 300-400 meter variance of where the scans were reporting item vs where cashe was on the back side of hill.. All of the original spots that I had Waypointed were with in 10m difference except the 3 I had shot while on the hill side.

Is the Geoscanning on the X-Y axis only?
If it does include Z axis I don't think its properly equating the drop or gain distance.
If its not including the Z axis I belive this to be a bug as it results in "overly" inaccurate data displayed in the scanner data while on a elevated or defiled position.

I understand that with out 100% accuracy on the scanner its possible to receive varriances but this was the biggest and noticable inaccuracy I've had since modding/training my skills up to 90%. 300m variance in 3 shots is not a 10% variation.

117

(5 replies, posted in Feature discussion and requests)

My suggestion is to make both of these a button that cycles on a 1 sec timer(just like a mod) that forces the Bot to continue running "forward" and also having the follow continue following.

Might have to make the approach button function like a mod. Possibly make it so it would continue untill lock is lost? To make it stop when stuck on terrain.
And create a Auto/throttle forward button that functions the same.

Not sure how hard it would be, or if it would create other problems but... If I select my main and hit the follow button if it breaks for 1 sec then it refreshes itself and continues the follow it would be a blessing.

118

(13 replies, posted in Feature discussion and requests)

+1 on annihilator's idea to have the spark govern a bonus.

119

(17 replies, posted in Guides and Resources)

Ok I've gotten a few requests to "update my maps" and to continue the project and map out all the new Alpha islands... and If we get a no fire with certain Beta corps for a few days me and my corp mate could possibly map out your islands too if you wanted the publicity... Doubt it. Any way if you want the Alpha Maps project updated and continued post up on this thread. 2-4 days of lost play time is not worth it for me to only do this for a select few people.

120

(5 replies, posted in Q & A)

Please allow us to Edit it. As a CEO or CO-CEO you should be able to Edit the corp bulletin, as is we have to copy and paste the thing to edit it in any way, shape or form. Should be an easy fix... I would hope.

121

(27 replies, posted in Q & A)

Dadar wrote:

I have been playing almost a month now on the two acconts now and best i have killed is t2 the incomeing dmg is just way to massive and the respawn rate is way to high to even attempt anything higher

Missed this post earlier your piloting a green bot and taking damage? In PVE? Dude you ever pilot any thing but an active tank in eve? Learn to kite... If not switch to Yellow for your main PVE bot they get a natural bonus to resists. Blues kill quick, yellows kill medium, greens kill slow its just a fact. Greens cant take the beating the other 2 can because the other 2 have bonuses to armor rep and resists. Greens use the range and terrain. If you need an Example of kiting hit me up in game I'll take you to a T3 Light/Assault spawn and show you the ropes in my assault.

122

(27 replies, posted in Q & A)

In retort..... This game an assault can effectively farm a lvl 3 mob with minimal skills and a Mech with minimal or assault with med skills can effectively farm a lvl 4 mob spawn.... That being said try and run a lvl 4 mission in your T1 fit battleship in eve and let me know if its not frustrating... your comparison is jaded to the fact that you can't just fly a BS in eve in 7 days and effectively do crap.... This game you can effectively be in a Mech which i would compare to a BS in EVE not sure where you point was here.

123

(5 replies, posted in Resolved bugs and features)

Crepitus wrote:

Artemis's are not benefiting from 2 sensor amps the way a Kain does, or at least the display text for locking range isn't changing I didn't actually test it in the field.

Testing in field is must, as sitting in terminal with sensor amps not activated will produce no result to locking range

Crepitus wrote:

Still getting the stuck-after-teleport bug about .. 15% of the time upon landing and have to re-log to fix it.  I've been told that activating a module resets it but I haven't verified that..

This happens when you teleport to a location that is close enough to the next teleporter that you do not move (syncing).... Therefore the game never syncs your location with where your client says it is when you teleport a second time with out activating a module or moving the game believes you never made it to the location that you teleported from. Thats why if you noticed I'll use my example. I teleported from Tellesis to Blaha1, From Blaha1 to Galoly B. at Galoly B i was close enough to the teleporter i don't move just wait the instability out. Hit teleport to Radholm ..... Bam I'm at Radholm but can't move but can turn the camera, click on the teleporter it says its Galoly B still and if i look way off in the distance with with landmarks buildings on I see Radholm and its teleporter X amount of Ks away.

was a good pod cast wish some of the other corps would have showed up would have been interesting.

Thanks for the hard work put in to these.

125

(3 replies, posted in General discussion)

Thanks you two always seem to be the voice of reason on the forums just what i wanted to see when i logged back in. Posting for Khader cause i don't want to log him in.