DEV Zoom wrote:

Calio:
According to your arguments the only thing infestation NPCs (and thus ALL normal NPCs) are worth killing for, are kernels. Is this really the case? Have we arrived at the point where modules and NIC are completely worthless?

Yes. Infestations aren't worth the time it takes to spawn. They're two to three robots that can be found just about anywhere. If the stashes held something worth collecting not found or found less in other stashes then we'd bother to find them. Right now they're an annoyance.

1,252

(26 replies, posted in Q & A)

DEV Calvin wrote:

Here is what we plan to do about this issue:

- we will introduce a monitoring system that allows us to collect disconnect data, hopefully without user interaction
- we will establish which hosting service is the best for us in Hungary (there are only two major ones, so this shouldn't be too hard)
- we will get in contact with the companies where our packets get lost and try to solve the routing issues
- we will assess the costs involved in moving the server to a better location

In the meantime the more detailed data we have from you, the better. We need to find a pattern, but it is hard because the majority of players - even from the US - do not experience this.

Thanks for the reply. smile
It would be nice if the client (After DC'ing) would have the server/client runa  build in traceroute an report the data back to the server for later analysis. This would be useful when ping start to spike. If it count be backgrounded (And disabled for PVPers who don't want any more network traffic than we already have to use) then people who play on alpha or in safe areas and lag a lot could let the client gather the data by itself without any interaction. It would also make the data easier to sort and see patterns because you wouldn't have to deal with different formatting issues.

DaOpa wrote:

Greetings all,

My Suggestion would be the following:

Character / Account API - showing the list of currently active characters and past one that have been deleted for the said account.

Only account holders will have the access key to which can be giving to another people for review if requested or needed.

Regards,
DaOpa

The API is a nice idea but I think it would work well in tandem with the "Not having to delete your character in the first place" solution.

RCMs:
The current problem:
Progression from robot stages is perceived to take a long time and players would enjoy increase variety at each stage rather than a single version of each stage.

The idea:
Robot Calibration Modules would allow you to fit 1 or 2 modules depending on the size of the robot that would change the look and capabilities of the robot. Instead of adding and balancing whole new robots these modules could improve keys areas while decrease other capabilities. It would also allow the player to visually see more robots types in the caps between progression levels. These would mostly be used aimed at assaults, mechs and heavy mech. attaching the modules would become a permanent fixture and the modules would be removable but would become heavily damaged costing large amounts of NIC to repair.

How it would work:
The ability to fit these modules would require a small increase on the extensions to use the robot. This means the player would be progressing towards their next goal and unlock new opportunities along the way rather than having to wait days or weeks without any noticeable changes or increases. It would not also be beneficial to fit these modules due to their increase/decrease effect but for players that would like to specialise in something this would be useful.

Example:
A Tyrannos pilot has found they enjoy using shields and has their robot fit to do so. They could take an RCM and enhance their robot to give a shield absorption bonus. The find that the modules will give them a x% bonus to their shields but will also reduce their locking range by x%.

Please post constructive comments below.
Please do not include any specific balance issues but do include general ones such as if the modules be retrievable etc.

1,255

(27 replies, posted in Q & A)

Newbie Mentality wrote:

I WANT TO BE A BIG ROBOT BECAUSE BIGGER IS BETTER!
I DON'T NEED SUPPORTING EXTENSIONS TO USE A ROBOT BETTER BECAUSE IT IS SO BIG!

The above is an example of why the time is fine just the way it is. This game is an investment. If you want a game you can complete in a few weeks and reach a point with no further progression then there are many other games for that. I am not saying Perpetuum is balanced but asking to be in a heavy mech faster doesn't make sense without backing up what you're saying. Comparing EVE time scale to Perpetuum is probably the worst way to prove anything.

EP is a one time investment to be able to access game content. If they make a new player (The starting 20k EP will get you into an assault robot if you're smart with it) can afford 2 heavy mechs with fittings then they're probably almost ready to be in one. That's not a huge amount of NIC to get but to get it quickly is usually hard for new players.

I can however comment on the overal balance of time vs reward. At the moment once you can pilot something and use the T4 gear the extra extensions (Costing weeks of EP for a single level) make very little difference. The time between being able to do something, being good at something and being amazing at something is base of player skill progression and not extension. The hardest part is probably being able to do something rather than do it well. To that extent taking a month before the player can pilot a heavy mech at all is a long time. Rather than speed it up I'd like to see MORE content for assaults. Something that assaults do better and thus are something that players might want to stay in for a day or two longer. The difference between a mech and a heavy mech is much smaller. On average I'd say a month to be good in a mech and another month to be in a heavy mech with reasonable fittings.

Something this game lacks is variety and I'd really like to see one or two new slots added to robots that allows you to calibrate them toward a specific task and change their look a little. If you can only understand EVE examples I mean rigs.

The requirements for fittings things calibration modules would be fractionally higher piloting extensions (Maybe one level higher than to use the robot) and extensions in the area of calibration. [Link to new thread coming soon]

It should not be hard to reset an account and wipe characters back to starting extensions. The game stores their choices and spark after all.

Then empty the account EP and put it all back again. No characters changes, just their extensions. Of course add validation to make sure all characters are docked, have empty production lines and aren't a CEO. That should be all that needs to be checked.

1,257

(18 replies, posted in Resolved bugs and features)

Saikko Saibankan wrote:

I keep getting a windows error msg saying the game must close right after I start the game.  First time was when there was a disconnect during the patch DL, and then I got disconnected a minute ago and now the install is 'broken'

Can I DL the game to a temp folder so when this happens, I can copy it into the game folder?  All I can find is perpetuum_setup.exe, which looks like I have to DL the game everytime the install goes to hell.  Very cumbersome setup.

No 'repair' option in the uninstall.  In any case I have had to do this 3 times in as many days, not fun...oh and it's not my PC, I build PC's and I troubleshoot hardware/software, so don't tell me to go get the latest updates and crap.

Also it seems like this game doesn't like to multitask alongside some programs...Skype to name one, and 'open office' was acting weird alongside Perpetuum, not sure about that one yet tho... and don't tell me to check my net connection, because I get 1.5 MB/sec(just tested it at speedtest with server in Germany)...ya that's NOT megabit, and it is the advertised speed by my ISP, that I'm paying for.

All you've really said is "Client download doesn't work".
Would help to get a screenshot of the error. Other few images of the size of the exe and current gbf file. This game does require admin rights to run in restricted areas as it reads and writes files to sometimes protected directories (Depending where you run the EXE from)

A lot of really good points in this pod cast:

  • People aren't taking full advantage of the new island.

  • The blob is not dead and people aren't willing to break down into groups of smaller gangs fighting on multiple fronts

  • Not enough diversity when it comes to what you can do when attacking and defending an outpost.

  • New modules are balanced so far and allows new fittings set-ups

  • Mineral balance is questionable

  • New players are coming, hurrah!

  • Intrusion times are not spread out far enough. No benefit to owning multiple outposts.

  • Nothing to do between living on alpha and taking an outpost. Large alliances can easily stop smaller groups for making progress and nothing to stop them forming together

  • A few corporation leaders aren't willing to talk on panels out of fear (Come on guys, nothing to lose!)

Next panel I would love to see members from an array of corporations from 10 member small alpha corps to 100 member beta corps. yikes

1,259

(26 replies, posted in Q & A)

Would be nice to get a Dev reply on what is causing the disconnects if their is ANYTHING they can do server side to help. I've played free to play MMO's with worse servers and not got DC'ed half as much as I do with Perpetuum.

1,260

(1 replies, posted in Resolved bugs and features)

The same will happen for Ventrilo and probably most programs that need to background capture events. Perpetuum is able to capture events in the background which is pretty cool. Hold shift with a window open and Perpetuum out of focus and the save icons appear. yikes

1,261

(20 replies, posted in Feature discussion and requests)

+1 for any new tools that allow squads to talk less and do more.

1,262

(3 replies, posted in Resolved bugs and features)

This is a bug but I believe that at the time of making the help page the range extender did not have an icon. Not a hard fix and it adds more shine to the game. smile

1,263

(1 replies, posted in Resolved bugs and features)

That's very strange. It really shouldn't take that long and the server is not struggling as far as I can see. All I can assume is that either something has broken with your connection to the server or it is your connection. Not sure but I can guess that during patching if you experience packet loss or they arrive in the wrong order then the client has to download them again.

There is probably a 90% chance that the Devs can't do anything about this. It would be nice if the most update GBF file could be hosted somewhere for those that seem to be able to play fine but can't patch (Maybe the patching method needs a look over to make sure no bugs are creeping in)

1,264

(14 replies, posted in Feature discussion and requests)

Best font ever. Why is the entire game not in this font.
Also, some nice ideas!

1,265

(8 replies, posted in Resolved bugs and features)

Yeah, this has been bugged for a while. Modules now stack better than before (Not sure which modules it effects but it's a few I think)

When talking about the UI the same few issues and features get talked about a lot. The first thing anyone sees in the game is the wall of a terminal and a chat window. The commonly used features don't always have the most intelligent design and while the current system works it would be nice to see a few things.

We're missing a lot of feature like:

  • Setting personal to corporation standings.

  • Removing corporation or squad from landmarks list.

  • Multiple landmark tabs with different setups (General, Combat/PVP, etc.).

  • Limit the distance you see way points on the landmark list.

  • Slow loading map and map related crashses.

  • Chat window private message don't have the channel button and chat generally lacks of /<command> options to chat. Some people like the old school /msg <name> <message>.

  • Chat highlighting is missing and could be a hugely useful feature. Linking module information and clicking peoples names to access their profiles or message them with double click.

This is just a short list and if there is something about the UI (Not always graphical but also functionality wise) that bothers you or you think could be corrected them post them here.

DEV Zoom wrote:

That wouldn't be too much different than observer stashes, and we'd like to keep Protectors as special event NPCs for the future too.

Protector NPC's are way easier than observers too.

It does seem that this filter is not working. Perhaps it will only work with new items posted and not old ones that don't have a status flag for internal or external orders. If it's just a matter of refactoring NPC adverts and all current non-internal market orders to be non-internal it should be an easy fix but I expect it's a deeper problem.