I am using windowed mode. If I want to switch from the game to, for example the browser, I have to use Alt-Tab.
If I simply bring up the task bar and click to select the browser and start typing, the game client will also respond to those key presses.
This is entirely reproducible and also applies to two game clients responding to the same key stroke.

Also, even as I type this, holding down Shift causes the little floppy disk icon to appear on my client's inventory windown.

Is this behavior acceptable from the point of view of security?

52

(162 replies, posted in Feature discussion and requests)

I am sure the devs will soon address this issue by removing the ability to use deployable items on alpha.

53

(63 replies, posted in Testing server)

Any chance of a more recent snapshot of the server or just the characters?
A lot of the newer guys can't log into the test server.

Warthunder!

That's not gonna encourage people to live on beta.  I think having one spark for beta as well would not be too much.

EDIT but maybe limit it to ownable outposts

56

(57 replies, posted in Balancing)

Rex Amelius wrote:
Gunner wrote:

dont take it away, it will make it less easy to dominate beta

thanks

Hold on some one is saying there is a target on the far corner of Kent

<5 minutes later>

Got em. Back to mining on Nova

But if you got your target it must be helping the game by creating more pvp!

57

(320 replies, posted in Testing server)

I like the idea of remote supporting modules in principle with one very BIG caveat. 

It should not be something that works well when done completely passively (lock, activate, forget). 

The reason is that it creates roles that are important for the fleet but mind-numbingly dull for the player.  The result is that either multiboxers (nexus alts) get some adavantage or some poor newbie gets the job of being the remote module monkey.

DEV Zoom wrote:

Yes, we can create the TERRAIN quite efficiently. But that's like 5% of the content that makes up a playable island. It needs terminals and outposts, highways, NPC spawns laid out, artifact configurations, at least some minimal decoration, and so on. We're looking easily at 3-4 weeks for an island and then we're not doing anything else.

A whole new, fully decorated, beta island being added to the game every month.  That would actually be awesome.  Six months of that would surely be more new content than we have had in the last year.

EDIT: oh and you can keep the NPCs to a minimum, nobody likes them anyway smile

What if it was only on beta/gamma?

What do you mean by target hitzones?  How would it work?

I guess this feature is aimed at producing more realism. This is an admirable intention but I don't think it goes far enough.

Warthunder is an increasingly popular game that breaks away from the dull model of using hitpoints to represent damage.

Surely it would not be too difficult to implement something like this in perpetuum?

This could be done by either having separate hitpoints (and resitances) for each module or by using a look-up table with specific effects (or some combination of the two).

You could have various interesting results due to incoming damage
- bot mobility could be affected
- various modules could be knocked out or reduced in their efficincy/effectiveness/accuracy
- the reactor's recharge rate or capacity could be damaged
- the reactor could overload leading to an instant explosion (destroying the bot, modules and cargo)
- the cortex could be destroyed leaving all the modules and cargo intact

Various types of damage could be more likely to give one effect or another.

There could also be various opportunities for field repair.

62

(18 replies, posted in Feature discussion and requests)

+1

63

(17 replies, posted in General discussion)

What about lower level combat missions on beta that are - kill a specific npc?

Also, this is maybe a bit of a radical idea but what about some kind of dynamic mission reward pricing?
Each mission from each location would have a payout associated with it.
As more people do the mission (from that location) the payout would decrease.

Specifically, the payout could be a function of n/N
where 'n' is the number of times this mission was completed in the last month and 'N' is the number of completed missions of that level in the last month.

This way the total pay rate of missions of each level could be controlled but the attractiveness of a particular mission at a particular location would be balanced by a market-like system.

Syndic wrote:

Actually talking with players in general chat is a great idea because then the Devs are interacting with people actually playing the game, not the vocal minority posting on the forums.

General chat quickly degenerates to name calling and witty comments. 

Nothing wrong with asking in general chat though. Could begin by asking those "actually playing the game" in general chat, what they are doing at that particular moment in time.

65

(320 replies, posted in Testing server)

Xira Indy Production wrote:

Nothing pisses a newbie off faster than getting into a fight and not being able to shoot the other guy. It's a purely psychological thing, the feeling of helplessness as they hurt you but you can't hurt them. It's been compared to being abused by a bully or a cop or a judge, even being ***, someone who utterly controls your fate and can do anything to you they want, and to whom you can do nothing.

In most MMOs the psychological argument is enough.  However, in most MMOs the outcomes of fights don't have any lasting effects on the game as a whole.

The main problem with the ECM mechanic as it is currently is that it makes numbers a much more decisive factor.

The main thing that makes perpetuum pvp more interesting than eve pvp is the use of terrain.  ECM ignores terrain and positioning, instead allowing the side that fields more people to simply shut down their opposition.

Take an example of a fight of 6 vs 4.  If the side with 6 can bring 4 camelions (or even better 2 cam 2 intakts), 1 ictus and a dps mech, what combination of 4 bots will really be able to stand up against that?

(this actually sounds like a fun exercise for the test server if people can be bothered)

66

(30 replies, posted in Feature discussion and requests)

Burial wrote:

1) Power projection 2) Incentives to live on Beta 3) SAP mechanics. Attempting to fix SAP mechanics with points 1 and 2 still broken will not build a clear picture. Will they actually be broken then?

The game is in bad shape. A lot of us feel it. Game needs developers to start acknowledging and fixing the problems before it's too late. Instead of introducing a new set of broken islands, fix the old ones. Ditch Gammas and fix Betas!

Basically that, especially the point about priority. 

I think the simplest first step would be to add more beta islands.

tbh I don't think general chat is the best way of getting player feedback.

I am all for players talking with devs.  I would just ask that before we talk about specific mechanics we should all (players and devs) state what the aim of any proposed changes actually is. 
In other words, what is the problem that is being addressed. 

Otherwise there will be a lot of arguments about details with no progress because people are talking about different things without even realising it.

68

(320 replies, posted in Testing server)

Duane Dibbley wrote:

ATM there is NO 100% permajam in that scenario, maybe 70% on heavies, those that say there is, are lying.

1 ECCM would reduce that chance down to 40%.

Please supply the relevant ewar strength or fits.  It seems to me that you just made these numbers up but it's hard to test because you don't specify the exact scenario you are talking about.

I know for a fact that the standard single tuning camelion Mk2 can lock down a mech reliably for as long as necessary.  What are you referring to?

69

(30 replies, posted in Feature discussion and requests)

I think taking SAPs just to maintain stability is a bit much with the current population but it would make sense if stability did not go up by itself. So if nobody takes a SAP it just stays the same.

I think making it mandatory to take the specimen SAP just to maintain stability is a bit over the top but this would not be so much of a problem if not taking it didn't cause you to lose stability on your own outpost.

Defending a specimen by taking it would also just be a matter of keeping a bunch of everything in that outpost.  Some corps can afford to do that with ease but for others it would be a major PITA.  My suggestion would be to make the specimen sap spawn a container with a largeish item near one of the teleports on the island.  The goal would then be to get that item into the specimen SAP.
This would create a more level playing field for corps that have a lot of resources stockpiled and those that don't.

Having to take your own SAPs would also address the problem of defenders having to sit formed up on a SAP for one hour without getting a fight because they know that attackers will move in only if they leave.

70

(16 replies, posted in Feature discussion and requests)

BandwagonX9000 wrote:
Kaldenines wrote:

Overheating would be cool,

Overheating made eve ***.

Really? What was it like before overheating?

71

(16 replies, posted in Feature discussion and requests)

double

72

(113 replies, posted in Testing server)

What alternative mechanics do you have in mind?

73

(51 replies, posted in Balancing)

I think the market would be fine with this provided that those bots actually got blown up.

Both the supply and demand sides need to be addressed.

74

(107 replies, posted in General discussion)

Rex Amelius wrote:

Limit 1 jump per mobile teleport
Remove flag restriction if and only if you DELETE ARMOR TP from game

plus, see my signature

That would be an improvement.

75

(18 replies, posted in General discussion)

Rex Amelius wrote:

How about this for scale:

1 Spark for each Alpha, Beta, Gamma
Designate 1 of your sparks to be Home Base (no more blood spark nonsense)

Current game does not have Gamma, so current game 2 sparks only: 1 Alpha, 1 Beta
When Gamma reintroduced you'll get access to that spark automatically for total 3

+1

and yes blood spark is a kind of vestige left over from the days when we had to walk everywhere and eat grass.