Ditto, just to say nice job Dev BoyC!  Not a single crash on teleport last night (about 2 hrs play) where I used to get them fairly regularly.  Thumbs up!

2

(159 replies, posted in General discussion)

There could at least be some more "gritty" animation than a boring laz0r.  There's a drillbit in the icons - why isn't mining done with some (reasonably noisy but not annoyingly so) grit-spewing drill, with the robot shaking with the effort (like a guy with a jackhammer)

3

(159 replies, posted in General discussion)

Yeah I agree with the person who said that it's better to go with Assault and skill up the relevant "boring" skills to do with CPU, Reactor and Accumulator (as well as weapon skills, Basic Robotics and Nav obviously).

I was doing L2s in my Castel after a few days - extremely hairy, and took a while, but just about doable, after I died a few times and learnt the parameters.  Now that I'm in my Assault bot after a couple of weeks, and can fit some tunings, everything's starting to flow nicely.

And for PvE at this level, armour is fine, I agree with the person above who says the armour in the game has a purpose and is not just for decoration; using armour, you still have to kite but you can be more relaxed about it and don't have to fiddle with targets so much. 

Sometimes I use rep and hardener (either universal or specific), sometimes armour plate, and I've found plate to give the "safest" feeling against your weakest foe type, as the buffer is just so huge, and I can just about perma rep now (at least, it lasts until I complete a S&D or get bored gathering reactor plasmas), with maybe a few retreats.  Specific hardener is also good when you know that the damage type is of a main type against those you are weak to (but sometimes you've got to be careful, as the mobs will use varied ammo types, e.g. chem, or against your weakness).

Mind you, all this is with Pelistal.  I think I would pay much more attention to Accumulator with the other two races, but I don't think it would mean more than a few extra days training for comparable performance.

I do sometimes get jealous when I see Thelodica bots with cool laz0rs pewing away or Nuimqol bots with those cool zappy guns; but practically speaking, I loves my missile bots *hugs Waspish*.

I'm sure balance will shift back and forth a bit over time, it always does.  But I intend to eventually fly ... ahem ride ... them all anyway, so no big deal.

5

(18 replies, posted in General discussion)

The only point I think you make that's interesting and valid is the rapidly-shifting overview.  The rest is either subjective or "... and that's bad how?"

The general way EVE does things is a good way to run a sandbox.  Nested info, context menus, etc., etc., work very well for a hi tech world with no fog of war.  Why reinvent the wheel?

That said, one would expect more iteration and innovation as time goes on, otherwise one will be disappoint.

6

(51 replies, posted in General discussion)

Terminal background screen is definitive, therefore ... umm ... yellowey-orange big_smile

7

(12 replies, posted in General discussion)

Something that's really handy for online is those temp credit cards (I use IDT Prime).  You pay a little premium for every payment, but just being able to load the card with enough for a few online payments now and then keeps your main credit card/account nice and safe.

I can only think back to the fact that another fairly successful MMO, City of Heroes, had collision detection between superheroes who were whizzing about at ultra fast speeds (with ultra-fast PvP in the PvP zones), not just on ground but in the air; some of the missions were in instances with corridors, etc.; and with all that, there were only very occasional problems, not even enough to cause threads on forums about it (I think I saw maybe 2 or 3 complaints about it in the 3 years I played CoX).  Champions Online also has it (free to play, so if you haven't experienced collision detection in an MMO, you can test it out for yourself).  Collision detection is workable in an MMO, the gain in immersion is pretty big (and would be great in this game, where you're supposed to be in a substantial metal object), and I don't think griefing would really be that big of a problem, bearing in mind that the Alpha islands are purely PvE anyway - and one would think that whoever gets to the PvP action on the Beta islands is either going to be sensible or get a very quick lesson in being sensible.

Also, tracking just makes sense - what's the point in WASD steering unless you can strafe and it has some effect?  So ok, you're not targeting directly as in a shooter, so let there be some effect from angular/transverse velocity.

9

(106 replies, posted in Balancing)

It's interesting - frankly I'm surprised that a lot of ex-EVE-ers haven't raised more of a fuss about the absolute safety of the Alpha islands.  I mean, in EVE, even though Empire was pretty safe, there was still some risk, even, on occasion, if you were being smart.

Of course for a carebear like me, it's heavenly to have somewhere to potter about safely, and I think it's a good design decision.  I enjoyed the risk in EVE, but it did have its downside (both for one's personal relaxation, and for the general tone of the game); and I also like the relative safety of parts of PO. 

But I'm amazed that hatred of CCP seems to have blinded a lot of "hardcore" ex-EVE PvP-ers into not realizing how unlike EVE PO is in this regard.

I think the game should have tracking (with angular/transverse velocity) so that when you strafe it makes a difference (not too much, but some).

I read somewhere that the game used to have tracking but it was abused by people going through their enemies so they lost tracking.

Solution: have collision detection.  Let robots bump into each other.  Make it so that people have to steer down highways and avoid collision.  It's somewhat immersion breaking not to have that, and to be flitting through each other constantly like ghosts.  Possibly open to griefing of course, but I think the positives would outweigh that (City of Heroes had this and it was never a really big problem, just very occasionally inconvenient, even with lots of people whizzing about with superspeed and flight).

I guess maybe these things are possible but too computationally intensive for the moment? 

Maybe something for the future?  I hope these features do come.

11

(5 replies, posted in Feature discussion and requests)

Apart from the ranks, there's an easy to remember system for the Faction robot types.  Thelodica enemy robots are named after animals, Pelistal enemy robots are named after various historical types of thugs and warrior, Nuimqol enemy robots are named after various onomatopoeic types of destructiveness (smashing, etc.).

12

(29 replies, posted in Feature discussion and requests)

Not implants, Spark upgrades (so they could be destructible).

I got this on my L2 Dari Outpost Bounty Hunting mission (the one against Rookie Jackals and Warrior Coyotes).  Not only were they shooting through walls sometimes (although sometimes the walls did block), but also shooting through the ground (as I got my Pelistal down out of LOS). 

Also, one Warrior Coyote had me locked and was shooting me through the ground out to about 400m - surely they should have lost target lock long before that?

They were also jerking around a fair bit (de-synced?)

I had an eye on the lag meter, thinking I must have a high lag, but lag was around 56-68ms or so most of the time, and if there were any lag spikes I didn't see any (maybe too short to register on the meter?)

Also, generally, there's a fair bit of micro-rubber-banding in this game (periods of consistent jerkiness - again, even with lag in the 50-odd ms region).

Mostly the audio fading for ever-more distant events works fine.

But quite often I can hear explosions that by rights should be quite faded because they're obviously fairly distant (visually), sound loud like they're right next to me. 

I think sometimes also the occasional other sounds do that too (like the "emergency street cleaning robot" siren you sometimes hear).

Confirming crashing on teleport (usually after a few ok teleports) is still a PITA.  Climbing in annoyance and might-not-sub-again-till-sorted factor.

Yes, I can notch the graphics down, but I want my beautiful maxed-out graphics AND no crashes, if at all possible, please.

16

(5 replies, posted in Resolved bugs and features)

I must admit I don't like the robot sound of my Castel (that's as far as I've gotten so far).  It has an annoying ultra high frequency dog-whistley whine.  I don't mind the sort of futzed electronic nature of the sound in general, but the ultra high frequency component of the sound really needs to be toned down a lot with EQ (around 10-12khz-ish?), or eliminated altogether. 

And I would like to hear some pitter-patter for the Castel too.  There was a nice bit of quiet pitter-patter on the Arkhe, but the Castel just has the electronic whine only, so far as I can hear.  I'll be disappointed if the Waspish has the same ultra-high-frequency whine, and also lack pitter-patter too.

Minor points, but I should think it wouldn't be too much trouble for the sound people to just quickly review and remake the files, they're probably all set up on sequencers with mixed audio and softsynth components anyway smile

Great idea.  In the old Looking Glass game Terra Nova, you could launch tiny flying recon drone cameras to scout out areas, it's a really cool bit of gameplay. 

Some kind of window-in-window tech?

18

(2 replies, posted in Bugs)

I love the fixed radar map, using it now, but the "headlights" are a bit to bright and sometimes obscure the background a bit, especially if you're using the passable terrain option.  Maybe dial the headlights down a notch or two (the edges being a bit brighter than the main "beam" is good).

19

(36 replies, posted in General discussion)

Snowman wrote:
Jaik3 wrote:

i want whatever you're smoking.

Looking at your eyes I think whatever your smoking is good enough!


Shaedys wrote:

Blah, the Laird is much better.

I agree, its a very mis-understood bot, it will however see a rise to power and glory where Argano's all over the land will be forced to acknowledge its mysterious hidden powers cool

The coolest thing about the Laird is that it looks like nothing so much as a perambulator (child's pram) with those big wheels.

20

(14 replies, posted in General discussion)

What's quite handy is, if you've gotten rep for all three factions up to a decent level (e.g. via transport missions), then you can get L1 and L2 missions from all 3 Alpha terminals and associated Outposts. 

Now, normally (though not always) it seems that the Bounty Hunting missions for a given faction are against the faction type robots against whom you are weak (e.g. Truhold-Markson Alpha Terminal gives a L1 Bounty Hunting mission against Nuimqol robots).  That's presumably why the Bounty Hunting missions give the greatest NIC rewards out of all the missions - because they're a bit more challenging.

But if you are able to get Bounty Hunting missions from the other factions, that means you can go to one of the other Alpha Terminals (or outposts if you've got enough faction for L2) and do missions against the faction type against whom you are strong (e.g. with my Pelistal robot, I can go to ICS Alpha Terminal and get a Bounty Hunting mission against Thelodica, who are strong to Nuimqol but weak to me, or I can go to Asintec Alpha Terminal and do Search & Destroy missions against Thelodica robots).

What this means is that you can farm Bounty Hunting missions (and associated plasmas and kernels) that take much less time (because you can plow through the mobs relatively quicker).

It makes quite a difference to be fighting against mobs whom you are strong against - you melt through them much more satisfyingly smile

Of course this also works for just exploring - if you're Pelistal, explore Asintec lands (where there are more Thelodica), if your Nuimqol explore Truhold-Markson areas (where there are more Pelistal) and if you're Thelodica explore ICS areas (where there are more Nuimqol).

21

(74 replies, posted in Guides and Resources)

Lovely little tool, thanks very much for putting it together!

Gryffon VonSerrng wrote:

What is the name of the software? Anchorfree is the company. The only software I saw was Hotspot shield which says nothing about being a VPN. It talks about protecting your website and advertising.

Yeah all I can see there is Hotspot Shield too.  What gives?

23

(11 replies, posted in Feature discussion and requests)

No to tactical overlay in this game.  It was necessary in EVE but made EVE play like some weird RTS with a hero unit against little red crosses (i.e. there was seldom any reason to be zoomed in and immersed in the action and fx) - in short, it made EVE combat boring (or to be more precise, engaging in a tactical, cerebral sense, but not very visceral).

Combat generally in Perpetuum is very well pitched, and much more immersive and visceral, partly because it lacks a tactical overlay, or any need for one.

Story is always good.  Probably most people who play this game (as with EVE) are into PvP and interpersonal relationships.  But some people enjoy games like these more for immersion - the immersion of being a space pilot in the vastness of space, the immersion of being on an alien world in a strange situation.

As far as the devs are concerned, I should imagine that while their priority is the first type of player, they do spare some thoughts for us immersioneers and roleplayers too - after all, our money's as good as anyone else's.

I think it's understandable that the devs will focus on getting the PvP and the sandbox right as first priority, but I'm sure they will gradually flesh out the PvE side of the game as time goes on too.  CCP did it, and eventually did make some pretty engaging wee storylines (the Epics, Cosmos, etc.), I'm sure Avatar Creations will get round to it too.

Story stuff is part of the "sand" in a sandbox game, it's like a basic skeleton or a framework on which players create what they create.

My first impressions are generally pretty good, given PO's young age.  I like the concept, the lore, the art design (bots, architecture, landscape), the ambient music.  All quite nicely immersive.

Love the EVE-like nature of the general gameplay.  Why reinvent the wheel, when CCP did actually invent some pretty solid core sandbox gameplay design with EVE?  Yet PO's gameplay is different enough for it not to feel like a simple clone.  For example, the EP system is much smoother and more intuitive than EVE's.  Not having to worry about a skill queue is a blessing.

I enjoy the combat, much more than EVE's combat - although I would prefer the combat to be slightly more tactical.  For example, use of terrain is a nice little tactical twist, so far so good; however, one's instinct is to strafe, yet at the moment strafing is useless, one might as well stand still.  It would be good if transverse/angular velocity were factored into the game (so that if one strafes, the enemy may miss a bit more).

One little personal annoyance is that the grey selection bar doesn't settle on the thing you set it on in the Landmarks window, it "drifts".  Not sure how that works, as the Selection window retains your original selection.

Another little personal annoyance is lack of the option to have the radar window with absolute NSEW (like the main map).

Generally, the game seems pretty stable, except for regular crashing when using teleporters in fullscreen mode.  The crashing is diminished a lot when in windowed mode, but the tradeoff is fps.  It would be nice if this were fixed as a priority - it's especially annoying if one is doing a bunch of transportation missions.

Personally, I would prefer a little bit more variety in PvE missions, but it's not that important just now - more important would be to gradually improve the sandbox tools.  Certainly, there's enough PvE to get one started, so it's not one of those empty sandboxes - and the PvE is quite fun, intrinsically MUCH more fun than EVE's - but some more mission variety type would be nice.

All in all, pleased with the game, and will be subscribing.  It's definitely the best new MMORPG around at the moment, for my money.