F2P and microtransactions cant work in a sandbox MMO blah blah blah.. what was that about toast? I'm hungry now you bastards..
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Perpetuum Forums → Posts by Lana Torrin
Posts found: 1 to 25 of 89
1 2011-10-31 08:22:59
Re: I apreciate all the emails you guys send me (35 replies, posted in General discussion)
2 2011-10-19 05:07:11
Re: I won at Perpetuum. (21 replies, posted in General discussion)
I didn't either, but I have my own..
3 2011-10-18 04:17:58
Re: bout GM'sJust a suggestion (3 replies, posted in General discussion)
Good idea. But I think people who can't type "ms" should not be included in the beta.
Cant see the problem.. I frequently get over 400 meters per second lag....
4 2011-10-17 09:26:34
Re: Remove walking (25 replies, posted in Feature discussion and requests)
Lana Torrin wrote:Iam Abanana wrote:Firstly, i would like if someone could explain to me why this system is good, and why it should remain as it is.
Because its robots and robots walk. If they didn't walk they wouldn't be robots and you would be playing a different game..
Would it help if we had a working autopilot?
Yes it would. But to clarify, maybe the name of the thread is misleading. I should have called it "introduce evelike teleporting/warping", because obviously i don't want to remove walking completely, but the concept of the long walks.
or if you don't like teleporting/warping, see how incredible hulk does it with jumping (first 30sec of the movie):
If you did that you would get exactly the same problem you have in eve which is to shrink the universe, and our universe is already small enough.. Also the concept of warping around (or at least moving very fast around) between otherwise isolated locations works fine in space, but how you could possibly implement something like that on the ground, without making it look odd, is beyond me.
There was a devblog with 'spark jumping' described in it a while back (essentially clone jumping seeing as you understand eve terminology) but thats not going to fix the problem you say you are having.
I don't think I get this problem though because for me, walking around IS the game..
5 2011-10-17 02:12:14
Re: I take nobody else is allowed to get medium miner T4? (17 replies, posted in General discussion)
*looks at T4 miners*
*covers them with hand*
Umm.. nope.. None on market at all...
<.< >.>
6 2011-10-17 02:09:06
Re: Remove walking (25 replies, posted in Feature discussion and requests)
Firstly, i would like if someone could explain to me why this system is good, and why it should remain as it is.
Because its robots and robots walk. If they didn't walk they wouldn't be robots and you would be playing a different game..
Would it help if we had a working autopilot?
7 2011-10-17 02:04:05
Re: Patch? (28 replies, posted in General discussion)
Well, you're not alone in your issue which means either all the effect people are being effected by the same thing (I keep thinking firewall update/new netcode in the last patch responding differently to your firewall/router.
I honestly doubt anyone has the same network setup as me..
Win7 (Only the MS firewall which I have disabled, but its never truly disabled so meh) -> Linux server -> NAT in to PPPoE tunnel -> Bridged ADSL connection to ISP.
The nix box is running the standard IP stack/firewall so its basically got a 'NAT firewall" with no filtering on the outgoing connections. There is some mapping on the incomming connections, but unless the patcher is trying to use a common service port (FTP, SMTP, VNC, etc) its not gona be an issue.
Again, running wireshark on the PPPoE tunnel showed just not traffic coming in.
8 2011-10-16 13:10:18
Re: I won at Perpetuum. (21 replies, posted in General discussion)
My Epeen is THIS Long.
Tried to click on the word 'this' assuming it was a link.. Fail..
9 2011-10-16 08:01:40
Re: Patch? (28 replies, posted in General discussion)
Variable, but I tried a new IP a few times and it did nothing.
10 2011-10-16 07:32:54
Re: NPC equipment (5 replies, posted in Balancing)
This would be because what they drop isn't determined until you kill them.. Making it so a scan shows what they have would actually be a lot more complex than you think, for very little gain.
11 2011-10-16 07:29:02
Re: Alpha Observer Removal (66 replies, posted in General discussion)
Lana Torrin wrote:Annihilator wrote:sorry, didnt see GO very often on Tellesis, because it was a SO, and if that one is not killed, it is passing you very often in a short time
1 day before patch, the GO was running around, and it was passing me two times within one hour. so i guess around 40 minutes for one trip?
Or there were 2 GOs.. I have seen on Tellesis 2 SOs and a GO roaming the same path 5 mins apart.. The GO usually gets popped within a few hours so that just leaves SOs..
I dont mine (much) I rat. SO coming my way means I have to run and fast (like immediately) usually through the mob im farming. I realize its an Alpha 2 but the speed of those things means if im distracted or in the wrong spot for just a second, pop gos my bot with no chance of getting away. Thats not right.
It all boils down to the attention you pay the game. You said it yourself. Plus if you fear the observer, go find a different spawn that isn't on its path.
I am fine with removing the SOs (not really but I am in the minority on it) but the GOs need to stay on alpha 2.
Starter islands should be the safe haven and things should get progressively harder as you move away. GOs fit in on alpha 2 islands.
There are very few spawns on Tellesis that aren't in the path. There are a few light bot statics for missions and a couple of random spawns, with only 1 of them being any good and its ALWAYS camped.
And by 'as soon as I saw it' I meant the second it was on my landmarks if I wasn't running for cover I wasn't going to make it out.. They are just too fast to run away from in a tanked mech.
The GO is much easier to get out of its way (or even try and kill it) but I have no strong feeling toward it one way or another.. People want a reason to go on to beta, perhaps observer farming can be one of those reasons..
12 2011-10-16 07:21:59
Re: Patch? (28 replies, posted in General discussion)
I had almost exactly this issue with the last patch (website and game downloads were slow, when I did manage to patch I kept getting disconnected). Trace was good as above. It went away after 3 days.
I reported it in the 'lag and disconnects' thread..
13 2011-10-16 04:52:17
Re: Alpha Observer Removal (66 replies, posted in General discussion)
sorry, didnt see GO very often on Tellesis, because it was a SO, and if that one is not killed, it is passing you very often in a short time
1 day before patch, the GO was running around, and it was passing me two times within one hour. so i guess around 40 minutes for one trip?
Or there were 2 GOs.. I have seen on Tellesis 2 SOs and a GO roaming the same path 5 mins apart.. The GO usually gets popped within a few hours so that just leaves SOs..
I dont mine (much) I rat. SO coming my way means I have to run and fast (like immediately) usually through the mob im farming. I realize its an Alpha 2 but the speed of those things means if im distracted or in the wrong spot for just a second, pop gos my bot with no chance of getting away. Thats not right.
14 2011-10-14 14:53:18
Re: I won at Perpetuum. (21 replies, posted in General discussion)
Assuming my current rate of income is linear (and it isn't) after 12 months I would have about 630Mil.. So he's doing better than me.
15 2011-10-14 14:44:15
Re: HELLO SUPERIOR OBSERVER! (22 replies, posted in General discussion)
Still get roaming gangs and you can still get some nice person crack one open from an artifact site..
16 2011-10-12 04:41:11
Re: I like to see in equip windows modul tiers (43 replies, posted in Feature discussion and requests)
No that's a horrible idea how could you possibly think this is a good idea..
(Obvious troll post is obvious, its a great idea)
17 2011-10-12 03:30:37
Re: new npc AI is pretty dumb (19 replies, posted in General discussion)
When they get stuck, just walk toward them and they will back up and then move around the thing they got suck on..
I prefer to think of it as they are scared of getting killed..
18 2011-10-10 05:30:10
Re: Devblogs: Summary (69 replies, posted in General discussion)
Also if they implemented a large scale map with LOTS of island or just two HUGE islands to build your own kingdom with POS's this game would take off. Just my opinion.
I'm down for huge islands, but they REALLY need to be low on the NPC count. Some of the current beta islands are so crowded in some places that just about every fight ends up with someone trying to retreat and getting wiped out by an NPC mob. While its funny, its not actually much fun.
19 2011-10-08 07:31:04
Re: The network issues thread (client lag and disconnects) (70 replies, posted in News and information)
Been having massive problems getting the game to do anything since the patch. I has taken me 3 hours to log in and now that im in I have undocked and nothing is loading (The bot in on the ground, but none of the landmarks have populated).
Currently have no other net issues (TS is working, web browsing is fine).
mtr to test1.perpetuum.com is as follows:
Host Loss% Snt Last Avg Best Wrst StDev
1. nexthop.wa.iinet.net.au 0.6% 359 15.7 15.7 15.0 21.0 0.5
2. te7-1.per-qv1-bdr2.iinet.net.au 0.0% 359 15.8 16.8 15.1 142.5 7.4
3. po1-100.per-qv1-bdr1.iinet.net.au 0.0% 359 67.9 71.3 67.4 272.7 20.9
4. te4-4.ade-pipe-bdr2.iinet.net.au 0.3% 359 64.2 65.1 63.4 207.5 9.8
5. po4-100.ade-pipe-bdr1.iinet.net.au 0.0% 359 63.9 64.7 63.2 160.3 7.5
6. te6-4.mel-pipe-bdr1.iinet.net.au 0.3% 359 64.0 64.6 63.3 137.7 5.2
7. te6-1-100.mel-pipe-bdr2.iinet.net.au 0.0% 359 64.0 65.2 63.2 259.6 11.7
8. xe-0-1-0-0.syd-mas-core1.iinet.net.au 0.3% 359 64.2 70.3 63.1 138.8 8.6
9. 34023.sydp06.cu.reach.com 0.0% 359 64.6 76.2 63.2 260.1 40.6
10. i-0-0-2-0.paix-core01.bx.reach.com 0.0% 359 203.4 203.6 202.4 241.3 3.1
11. i-2-1.paix01.bi.reach.com 0.0% 359 207.1 236.9 206.3 720.6 76.2
12. te4-5.mpd01.sjc04.atlas.cogentco.com 0.3% 359 210.6 214.4 209.1 406.9 22.4
13. te0-0-0-6.mpd22.sfo01.atlas.cogentco.com 0.0% 359 210.7 210.7 210.0 214.9 0.5
14. te0-4-0-6.mpd22.mci01.atlas.cogentco.com 0.0% 358 243.4 243.0 242.2 263.3 1.2
15. te0-3-0-2.mpd22.ord01.atlas.cogentco.com 0.0% 358 257.7 257.8 256.9 290.8 1.8
16. te0-0-0-2.ccr21.bos01.atlas.cogentco.com 0.3% 358 351.1 351.3 350.6 381.9 1.8
17. te0-4-0-1.ccr21.lpl01.atlas.cogentco.com 0.6% 358 348.3 348.3 347.7 354.4 0.5
18. te0-1-0-4.ccr21.ams03.atlas.cogentco.com 0.0% 358 353.4 353.3 352.4 358.6 0.5
19. te0-3-0-3.ccr21.fra03.atlas.cogentco.com 0.3% 358 367.6 367.5 366.7 375.6 0.7
20. te0-2-0-4.ccr21.muc01.atlas.cogentco.com 0.0% 358 386.7 387.2 386.5 398.9 0.8
21. te0-2-0-5.ccr21.bts01.atlas.cogentco.com 0.3% 358 383.8 384.1 383.0 421.0 2.5
22. te2-1.ccr01.bud01.atlas.cogentco.com 0.0% 358 395.1 382.8 379.6 578.7 15.9
23. te1-2.ccr01.bud03.atlas.cogentco.com 0.0% 358 381.5 385.5 381.2 580.6 20.6
24. 149.6.182.42 24.6% 358 414.4 414.8 413.3 458.5 3.7
25. 81.183.0.98 3.6% 358 416.7 417.9 415.7 454.5 5.5
26. 81.183.0.43 0.0% 358 412.3 412.4 411.1 433.0 2.5
27. 81.183.2.225 3.6% 358 414.6 414.6 413.8 416.4 0.5
28. 84.2.225.113 4.5% 358 418.0 417.7 416.6 429.3 1.0
29. perpetuum-online.com 0.3% 358 415.0 415.0 414.1 445.2 1.7
(400-450ms ping for me is normal and works fine)
mtr to test2 is as follows
Host Loss% Snt Last Avg Best Wrst StDev
1. nexthop.wa.iinet.net.au 0.0% 346 15.3 15.8 15.2 31.1 0.9
2. te7-1.per-qv1-bdr2.iinet.net.au 0.0% 346 15.8 17.9 15.3 164.7 13.8
3. po1-100.per-qv1-bdr1.iinet.net.au 0.0% 346 68.1 72.2 67.6 221.0 16.6
4. te4-4.ade-pipe-bdr2.iinet.net.au 0.0% 346 64.0 64.3 63.2 118.8 3.5
5. po4-100.ade-pipe-bdr1.iinet.net.au 0.0% 346 63.8 64.3 63.2 141.9 4.5
6. te6-4.mel-pipe-bdr1.iinet.net.au 0.0% 346 63.8 64.4 63.2 154.2 5.3
7. te6-1-100.mel-pipe-bdr2.iinet.net.au 0.0% 346 63.9 64.8 63.4 153.4 6.9
8. xe-0-1-0-0.syd-mas-core1.iinet.net.au 0.0% 346 70.9 69.3 63.1 114.6 8.3
9. 34023.sydp06.cu.reach.com 0.0% 345 64.1 76.0 63.2 261.1 37.7
10. i-0-5-0-0.tlot-core01.bx.reach.com 0.3% 345 216.7 217.2 215.6 257.2 4.7
11. i-4-1.eqla01.bi.reach.com 0.0% 345 218.5 222.4 218.1 380.2 19.0
12. gblx-peer.eqla01.pr.reach.com 0.0% 345 250.1 262.6 248.5 477.4 37.7
13. GTS-DATANET-TELECOM-LTD.TenGigabitEthernet2-2.ar2. 0.6% 345 397.1 400.2 396.5 470.5 10.9
14. ???
15. 194.149.20.173 0.0% 345 410.6 418.5 409.3 607.3 31.7
16. 194.149.20.9 0.0% 345 415.6 423.6 414.8 606.8 31.7
17. www.nexus.hu 0.0% 345 413.2 413.4 412.0 419.0 0.9
20 2011-10-07 09:31:37
Re: Beta Islands or Beta Empires? (13 replies, posted in Feature discussion and requests)
Or you could make Alpha less 'safe', thus making the risk on beta not that much more than on alpha..
21 2011-10-05 01:43:02
Re: I would like to "easier" use ECM (20 replies, posted in Feature discussion and requests)
How about, when someone is successfully jammed, everyone sees an ECM symbol above their heads for 3 seconds. (or 5 seconds, or some short period so it doesn't get confusing). That way no one needs to know whos locking who and the overview isn't completely cluttered with useless information, but the ewar bots get the useful information they are after.
22 2011-10-05 01:36:53
Re: Thanks for dynamic spawns! (54 replies, posted in General discussion)
Norrdec wrote:So the Alpha2's had some better ones? Neat.
Still the point of this is...GIVE US A DAMN CHALLENGE ON BETA
/thread
All these swarms of 2nd and 3rd star lights are ewar bots.. Once NPC ewar is fixed these will hurt... Especially if you combine them with the 4th and 5th star mechs..
23 2011-10-04 09:43:19
Re: Auto Pilot upgrade (11 replies, posted in Feature discussion and requests)
Zoom once linked me a game where it was your challange to programm bots with C# code
CRobots best robots.
I personally think 3 is too few a number of slots, but perhaps like 10 total? (as in not per island, just 10)
24 2011-10-04 09:25:37
Re: Devblogs: Summary (69 replies, posted in General discussion)
I would pay real dollars to pilot that.
Voting now they Rey gets to decide on the corp colours...
25 2011-10-03 07:43:37
Re: Thanks for dynamic spawns! (54 replies, posted in General discussion)
Syndic wrote:L4-L5 star mechs were NEVER available on Alpha.
They were (L4 mechs on Tellesis at least). And probably still are, if the random spawn mechanic haven't removed them (it shouldn't).
Picked up 3 4th Star Heavy Mech kernels last night.. Darkstar Mesmers are awesome.
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