All but #5. I'd like #1 sooner than any of the others though.
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Perpetuum Forums → Posts by Styx
Posts found: 101 to 125 of 137
101 2010-12-16 12:25:13
Re: Crucial market features needed. Please read. (27 replies, posted in Feature discussion and requests)
102 2010-12-16 11:25:46
Topic: Stacking Damaged Items (2 replies, posted in Feature discussion and requests)
Make it so that damaged items are only damaged by whole 10%'s. So when an item drops it is either 10/20/30/40/50/60/70/80/90 % damaged. This means that instead of having literally thousands of damaged items in storage you will now have 9 stacks of the relevant damaged level.
Not only will this vastly reduce the number of multiple items in storage but it will also significantly reduce the number of database entries depending on how it's set up.
103 2010-12-15 00:40:49
Re: Mech or heavy mech version of the haulbot (42 replies, posted in Feature discussion and requests)
The Heavy Mech version should be 1KU+.
104 2010-12-13 11:54:57
Re: Pvp mechanics / Stop the blob (50 replies, posted in Feature discussion and requests)
Blobbing should be allowed but it should have a negative effect to all players in the blob. The effect doesn't matter as long as it's negative.
and sufficient enough to heavily discourage blobbing.
105 2010-12-12 16:30:57
Re: Dev tracker (19 replies, posted in Feature discussion and requests)
What exactly is a "dev tracker"?
It allows us to see via Google maps where every dev is so that we can check to see you're working on the game.
106 2010-12-12 10:11:01
Re: Pvp mechanics / Stop the blob (50 replies, posted in Feature discussion and requests)
Arkhe's shouldn't be effective at anything other than killing starter drones. Period.
This can be achieved by making it so that Arkhe's can only fit SynTec equipment, create a new ammo type that can only be used in syntec guns / have syn tec equip not use ammo at all then reduce the overall damage by 100x along with the drone hp by 100x.
107 2010-12-10 02:37:41
Re: Fog of War for large engagements (11 replies, posted in Feature discussion and requests)
If database calculations are seriously an issue for a 50x50 engagement then there are serious problems that wouldn't be fixed by anything said in this thread so far.
108 2010-12-08 19:30:26
Topic: Exporting Logs (12 replies, posted in Feature discussion and requests)
Please allow us to export in-game logs to .csv or something of the sort.
109 2010-12-07 13:09:21
Re: A way to increase population? (2 replies, posted in Feature discussion and requests)
Yeah, it is dumb.
110 2010-12-07 09:40:08
Topic: Intrusion Timings Display (0 replies, posted in Feature discussion and requests)
It'd be nice if the intrusion information showed the latest time you can register for an intrusion event and similarly the time you can activate a token. Yes you can work this out manually but it'd save a lot of time when looking through 10's of intrusions on a weekly basis.
111 2010-12-07 03:38:37
Re: Partial Intrusion Tokens (8 replies, posted in Resolved bugs and features)
Actually what happend.
Owned Outposts: 1, tickets: 0, dots: 2
Owned Outposts: 2, tickets: 1, dots: 0
Yeah alex is right. I'm going to blame the 36 hours without sleep.
112 2010-12-07 03:09:25
Re: Partial Intrusion Tokens (8 replies, posted in Resolved bugs and features)
noted.
Also, let's make it clear, because its most likely to be a bug. Not an intentional thing to annoy you, i assure you, we just need time to deal with it.
So, what you are saying is that you have 2 little dots, 1 dot away to get a full protection ticket. And right after you take over an outpost, you don't get the promised 1 full ticket (=1 ticket + 2 dots), just 1 full ticket (and no extra dots).
Owned outposts: 1, tickets: 1, dots: 2
owned outposts: 2, tickets: 2, dots: 0 (and the dots are gone)
What Alex said below;
113 2010-12-06 00:27:25
Re: Currently only admin users allowed. (4 replies, posted in General discussion)
I hate it when you get a random non descriptive error messa... oh wait.
114 2010-12-05 06:03:45
Topic: Partial Intrusion Tokens (8 replies, posted in Resolved bugs and features)
The partial intrusion tokens still don't carry over when you successfully take an outpost.
115 2010-12-04 23:18:59
Re: Fitting Robots (6 replies, posted in Feature discussion and requests)
why? so you want to fit a bot even tho you cant use it? seems pointless and i dont see why you would waist time programming something like this.
Amazingly pointless suggestion.
So I can fit a robot for someone else.
116 2010-12-04 17:20:16
Topic: Fitting Robots (6 replies, posted in Feature discussion and requests)
You should be able to fit anything onto an un-activated robot regardless of whether you have the skills for it or not. You should just not be able to activate it instead.
117 2010-12-03 02:19:17
Re: Sector chat or bubble chat (40 replies, posted in Feature discussion and requests)
Leave. Please.
118 2010-12-02 22:24:03
Re: M2S, PvP & You (190 replies, posted in Recruitment forum)
I think it was an overload of applications.
Funnily enough, it was actually something very similar.
119 2010-12-02 20:48:35
Topic: Losing OP Privilages (1 replies, posted in Resolved bugs and features)
You lose OP privileges when leaving a channel.
120 2010-12-02 18:14:36
Topic: Mute Option In Chat (2 replies, posted in Feature discussion and requests)
There needs to be a mute option in chat for those with OP privileges.
121 2010-12-02 02:02:18
Re: M2S, PvP & You (190 replies, posted in Recruitment forum)
Secondary Target wrote:So.. Wanting to apply, but get the following message when trying to register @ your forums; "An Error Has Occurred!"
Recruitment closed? Or just me being an imbecile doing something wrong?
I'm working on it.
Fixed.
122 2010-12-01 19:04:16
Re: M2S, PvP & You (190 replies, posted in Recruitment forum)
So.. Wanting to apply, but get the following message when trying to register @ your forums; "An Error Has Occurred!"
Recruitment closed? Or just me being an imbecile doing something wrong?
I'm working on it.
123 2010-11-28 06:37:24
Re: Squad system (7 replies, posted in Feature discussion and requests)
Styx wrote:Vorgrim Scout wrote:I think the problem is logging off needs to remove you from a squad. Squads should be temporary groupings for specific objectives.
No. Definitely not. There just needs to be the OPTION to show online/offline/squad members in range instead of making it either one or the other.
Why should squads be permanent fixtures? For instance I was in a squad with 30+ agents called tutorial for the last 8 days.
My suggestion would fix the problem and its just less *** than having a whole corps, alts, offliners and whoever else got invited for whatever reason in a squad then complaining that you can't see who needs healing.
I didn't play eve, so if it worked like that there I guess thats one thing they didn't do well in an otherwise solid game.
You're not fixing the problem at all. You're simply removing an aspect of a feature that creates it in the first place, one which others like. There are multiple other ways to fix this problem such as those I've presented. Those are the additions which should be implemented not just removing squad functionality.
EDIT: The way you use the squad isn't necessarily the way others do. M2S for example has a large squad running all the time which everyone is a part of. Something which we can do well not being a zerg corp.
124 2010-11-28 05:20:39
Re: Squad system (7 replies, posted in Feature discussion and requests)
I think the problem is logging off needs to remove you from a squad. Squads should be temporary groupings for specific objectives.
No. Definitely not. There just needs to be the OPTION to show online/offline/squad members in range instead of making it either one or the other.
125 2010-11-28 03:40:42
Re: Squad system (7 replies, posted in Feature discussion and requests)
No, there needs to be an option to show off line players otherwise removing people from the squad becomes painful.
Posts found: 101 to 125 of 137
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