51

(1,455 replies, posted in General discussion)

Good change! *dual thumbs up* smile

52

(27 replies, posted in Feature discussion and requests)

Annihilator wrote:

no EP accumulation -> yes
anything else:
limit them to the tutorial island, anything else creates loopholes and is unneccesary.

+1
Access to main islands will most likely result in some kind of abuse, afk mining farms with a ton of accounts, gate scouts etc etc... having a F2P tuturial island on the other hand would probably help the game's community grow I think smile

Less tech demo/developing what is fun to write as a programmer... and more content that a large chunk of casual players find interesting on a an hour or two on a daily basis! (read; PVE, leaderboards/goals, more bots, missions and stuff to do as a team...)

54

(12 replies, posted in General discussion)

Check out this thread, might give a hint about what performance you can get with different hardware cool
http://forums.perpetuum-online.com/topi … rformance/

55

(26 replies, posted in Open discussion)

This game is pure awesomeness! cool

56

(17 replies, posted in General discussion)

I live in Sweden, 30 minutes ago or so it started showing 13000+ ms or NA most of the time, totally unplayable sad

Good read, nice to hear things are going well.
New servers, bringing gamma back, mission rewamp and looking over the transportation routes all seem very promising and something to look forward to.
I have supported this game for years by buying game time even when I didnt have an opportunity to actually play, simply bacause I love the concept and want to see this game grow and develop. Please do thread very carefully when you look into any options for buying in game items with real money/steam credits...
Dont get me wrong, I am all for micro transactions as long as it is not P2W! smile

58

(15 replies, posted in Q & A)

Maybe this is what you are looking for? smile

Options -> Gameplay -> keep chat focus after enter key

Kynes wrote:

Great news!

+1 I quite enjoyed these podcasts in the past. smile

60

(37 replies, posted in General discussion)

Awesome work, allways fun to see some statistics smile

This game needs one thing IMO, and that is content and goals for people to entertain them between battles aswell as enough "carebear" content for those who are not into PVP. Perhaps more missions, reasons to explore islands, a more interactive environment, more aspects to farming/mining to make it less of a brainless grind...
If we have that we will also gain more players and a higher retention.
Different kinds of buying EP, or ice cubes, or whatever, does not add any content...  I'd even like to say the current system of subscription is one of the few things the DEVs got right and doesnt need any change what so ever!

62

(25 replies, posted in General discussion)

Got disconnected from perpetuum, and had some lag issues aswell, but no problems with teamspeak or other sites, so something is going on for sure...

Not a bad idea smile

Buying EP in a game which core is progression over time? no... NO!... NO!!!!  fuuu

65

(2 replies, posted in Feature discussion and requests)

Make them need plasma as fuel. Game gets a great and IMO well needed NIC sink and with proper balancing of the cost it will prevent "spamming" of them smile

Mongolia Jones wrote:

I have an idea too:

We have an extension that allows up to 10 spark slots.

All alpha 1 outposts cost 1 spark slot
All alpha 2 outposts cost 2 spark slots
All pvp zone outposts cost 3 spark slots (betas & gammas)

Not a bad idea at all, I think the spark tele isnt all bad, but a bit over powered beeing able to cover too much of the world at once. smile

Sadly I wont be able to participate since I am busy this weekend, I did enjoy the battle the last time though. Good luck to all participants smile

Awesome cool

69

(55 replies, posted in Feature discussion and requests)

Tux wrote:
DEV Zoom wrote:

There are 2 issues with robots spanning multiple tiles:

1. The current animation system simply takes the center tile's slope and matches the robots orientation to it. If a robot would be larger than a tile, parts of it would clip into buildings/decor/terrain on adjacent tiles or its legs would float in mid-air next to a ledge or be crazy twisted. (Obviously the latter wouldn't be a problem for hovering robots.)

2. The combat and targeting system works point to point. A robot as large as a base could basically take cover behind a small tree.

Neither issue is game-breaking from a pure mechanics standpoint, it's just immersion-breaking.

1. Honestly I have not see 1 game on the market where you cant stand next to a wall and not have some part of your avatar/vehicle/robot/ship be partially in the wall, or blocked out in some way. I and (I think the Perpetuum community will agree ) others think content is more important than "immersion" ... hell plasma is nothing more than in game currency and it was brought to the game to "power earth" I think the immersion when out the window a long time ago. I usually ask DEV's to try to stick to lore as much as they can .. but when it gets in the way of progress on the game I really dot care about the lore.

I can already stand on the edge of a cliff in legged bot and the legs freak out .. is it bad .. no I could care less because it doesn't have anything to do with game play and mechanics.

point = if it works mechanically then bring it on.   


2. I understand point to point targeting ... but like turrets (they are TALL enough to not be able to hide behind small trees) there can be adjustments made to models to make them work. because you guys are already able to center the target point of robots and structures in game ABOVE tile level so if you have a large model just make the target center higher on the model, turrets are shot at the top .. maybe its head ?????

point = mechanics are already in game to make this work ... no need to add additional targeting system mechanics in order to make larger bots work.

I have to agree here, creating a greater diversity in bots and more end game content/goals for players is probably way more important for most players than having a 100% realistic and graphically correct visualisation of hitboxes and the robot models interface towards the surroundings etc.
Sure taking it to the extreme, making bots the size of an outpost is pushing it, but if there was a super hauler five times the size of a scarab, and it was able to hide behind a tree, I dont think many would complain. smile

70

(13 replies, posted in Bugs)

Seems like they are working on it, server is restarting smile

+1 if no one has been in a channel for a month it should be automaticly closed IMO.

Finally got myself a decent computer smile

MOBO: MSI Z77A-GD65
CPU: 3570k
GPU: GTX670
RAM: 16Gb (2x8 @ 1600)
OS: Windows7

Runs smoooooth on maximum settings! cool

One big concern for me is that the game world is very static. The best MMO experience Ive had are the interactive non stop battle in Tabula Rasa, something like that keeps players entertained for a long time.
Another thing I really would like to see is making the game world itself a bit more interactive, give players a reason to explore!! Right now the only reason to explore is to find NPC spawns...
The PVP, crafting and PBS are great, time to stop for a while with the making of end game content IMO, and focus on more casual content to attract and keep new players smile

74

(31 replies, posted in Bugs)

Seems the NPCs got a lot worse after the patch, now they are all over the place, stuck in walls or running around like headless chickens! fuuu

75

(12 replies, posted in General discussion)

+1 smile