151

(3 replies, posted in Balancing)

I see ville is a lvl 50 thread-necro.

Well we already have fragments (that have a different use) and another similar item could make people confused.
How would this work with t2/t3/t4 items? Use the generic pieces for it, but for example take more of it? Like:
t1 missile launcher - 1 launcher piece
t2- 2 pieces
t3- 3
t4- 4

153

(17 replies, posted in Services and Discussion)

Mr Swine wrote:
Norrdec wrote:

The killboard didn't work with people parsed killmails, why would this work? Trading PVP is brutal too.

Because it has me. Something killboard will never have.

With this kind of attitude you should be in management and not website building/development smile

154

(58 replies, posted in Balancing)

- limit detectors to mech sized bots and above

way to nerf new players! Or to make them run with gimped mechs they can't really run efficiently.

GG

155

(17 replies, posted in Services and Discussion)

The killboard didn't work with people parsed killmails, why would this work? Trading PVP is brutal too.

the line is there, but not sure if it takes the plants into account while working or at the start. Also, sometimes it still likes to do circles around plants big_smile

157

(17 replies, posted in Services and Discussion)

Doek wrote:
Mr Swine wrote:

1) Order id. It would be a great help in tracking orders! I'd make a feature allowing people to subscribe to certain market orders and receive notifications about their status - like stuff being purchased, or when a "better" order outbidding them appears.

The attributes of an order should usually be enough to track them, depending on the frequency of your updates. Set theory, look it up yarr

Composite ID's/keys can be evil sometimes wink

Because it was not yet set to do it. And people are divided should it have this functionality.

159

(7 replies, posted in Feature discussion and requests)

There are some sparks that give mining eff, but I don't think there is one for harvesting?

160

(16 replies, posted in Feature discussion and requests)

It's an interesting concept, but I would limit it to guns only. Otherwise like Lucian mentioned it would be OP.

161

(18 replies, posted in Feature discussion and requests)

This is also in-line with the old system - after all that was how long a montly subscription could last.

Another way would be count only people with boosters and those that get EP (ie. did play in the last 3 days) but that could not be accurate/don't like it.

162

(18 replies, posted in Feature discussion and requests)

Rather arbitrary, I would think this is enough time to catch weekend warriors and people on vacation, while making it  possible to drop the people that stopped playing.

163

(18 replies, posted in Feature discussion and requests)

It's a bit different in scale but yes, it's the same mechanic. (when you do it in the corp menu, it's only a subsection off all characters, from the specific corp))

164

(18 replies, posted in Feature discussion and requests)

Well it was here for the last few years, no real way to abuse it, the online account number actually had tactical value.

I might be wrong, but this should be just a different where clause and 5 min of work smile

165

(641 replies, posted in Testing server)

"To total terraforming charges spent in relationship to the base tile. ---(island development)"
do you mean a island-wide total? If so, I am against this step as it could be abused. If not island-wide, "To Terraforming +/- from the base tile" is enough.

166

(18 replies, posted in Feature discussion and requests)

http://www.perpetuum-online.com/~gargaj … rporations

Hello Gargaj,
Why not update those graphs to show only people that were last online in the past x days? (e.g. 30 days). Before it only showed people that were subbed, but as now everyone who had an account for 3 months is "subbed"... the graphic is not informative smile

As this check requires is a bit more from the DB (calculate the number of days vs flag check for subbed/unsubbed), just make it update once a day (if the calculation takes too long or is too cpu intensive that is).

167

(641 replies, posted in Testing server)

I would rather have some limits than TiDi at 10% on the island. (https://wiki.eveonline.com/en/wiki/Time_Dilation).
Also like Syndic mentioned, 1000's of turrets already happened.

Successful troll is successful?

168

(641 replies, posted in Testing server)

And you don't grasp the idea that when the server doesn't handle the load, it might not be because of 20 year old hardware or because it's just plain cheap/slow, but because what it does is complex.

And the old gamma was complex and it gave the players the possibility to make nearly unlimited amount of entities the system had to track. (limited only by the terrain). The software had a "bug", this is the remedy and patch.

Throwing more hardware would work. For 15 minutes. You might work with hardware, but you have the old and inefficient way of thinking that more is always better.

169

(641 replies, posted in Testing server)

Malsier Dabian wrote:

Not to be a naysayer Zoom, but it seems to me that these changes are being met with a resounding... NO! (for the most part) Although some of the ideas are great, while most of the actual proposed changes are horrible ideas.

Honestly though:

* Leave gammas as they were (mostly). (If your reasoning for limitations is a server issue... Upgrade your servers, Players experiences should not suffer because of a hardware or software issue that could be fixed with new and better equipment.)

You don't know much about software and hardware, not to mention any type of programming, don't you John Snow?
If Perp devs had gov't funding this could happen, but not with a private company. Throwing more ram, CPU and disk space is the WRONG way to fix problems with any type of software.

170

(641 replies, posted in Testing server)

Annihilator wrote:

sounds like some good points.
naturally, the mining tower system balanced right, should limit the base size without need for that bandwidth limit.

the long term goal should also include the role of NPCs in gamma expansions.

Ville wrote:

I really don't like baby sitting live resource buildings.  I would rather just feed it colxi, or epi based commodities.

if you can't defend them, perhaps gamma is nothing for your corp?

(have you read that quote somewhere already? big_smile)

you'd rather feed your base with stuff you can blob-mine with 100% protected gates and hoard for months before you need it, instead of keeping an eye on your resource collector buildings.

Why not have both options. Either mine that mineral or feed it manually. The mining towers could be too much of a weak point imo.

171

(92 replies, posted in Feature discussion and requests)

Well you can plant the plants and have them always in the same spot.

+1

I don't see anything wrong with mineral prices dropping.

174

(6 replies, posted in Feature discussion and requests)

MoBIoS wrote:

++1 When fitting 100+ fleet mechs it is extremely tedious and time consuming to put the description to the mech. It should inherit the description of the preset.

'Name of the preset' + ++i

175

(22 replies, posted in General discussion)

Only question about this is, how many of those steam accounts are people that connected one account to steam and how many are real "new" players. Still, the number of all players online is getting better and better.