26

(69 replies, posted in General discussion)

0110011100001111001010001 wrote:
Alexadar wrote:

Big tanks still not implemented.
Looking forward to a large influx of players after POS patch.:D

You Nailed it there...just if the DEV's don't make that perfect...this game will be in some SERIOUS trouble.

They don't need to make it perfect, they just need to make it good..

Trap Card wrote:

Tapatalk is horrifically annoying in that every forum that has it enabled gives my android phone a popup or has like a whole page of advertisement at the top talking about how THIS FORUM IS TAPATALK ENABLED CLICK HERE TO BUY.

I hate popups and ads. Therefore I hate tapatalk. I don't see why all these forums want me to pay money to remove ads.

There is a problem with your droid then because it only asks once.

28

(54 replies, posted in General discussion)

Edison wrote:

Too bad you had randoms BEFORE they made all spawns random.  So if you wanted random spawns you could've fought them.  Now you don't have a choice.

No you didn't and yes you do. Random spawns have only been in for what, 2 months tops? It was stated when they first got implemented that all non-mission spawns will eventually be random.

To that end, you can STILL fight static spawns.. Running around Tellesis for example, about 1/3rd of the spawns are still static because they are mission spawns.. They will spawn the same things over and over again.

You also DO get a choice in how hard the spawns are as some of the new random spawns will only spawn the lower end stuff (I have seen 1 spawn only spawn tier 1 lights and assaults, and then only 1 assault at a time). The ONLY issue I have right now is that the higher end random spawns will still spawn lower end stuff (just lots of them) so for example, what used to be a tier 5 light spawn can now spawn tier 5 lights, but also tier 1 heavy mechs... (although they don't appear to spawn tier 3 lights). They need to fiddle with the minimums on some spawns (especially beta spawns)

Also broken ewar NPCs is making some of these spawns a lot easier.

29

(37 replies, posted in General discussion)

Popping in to say #3 for me.. But It appears that I have been beaten to it..

I would actually prefer this option for a lot of the buttons than have them all strung along the top in 1 big row.. You could have one for 'personal' things (like storage and character sheet and mail, etc) and a 'corp' one (corp storage, corp info, etc) and a 'help' one (the search and possibly some other help related ones that I cant think of right now)..

Of course the best solution would be to allow players to customize the menu and have whatever drop downs they wanted..

Sundial wrote:

How about only allow squad invites while in a squad from people of blue or better standing?

That would be a better fix yes. The other option would be to have people that have been offline for more than 15 mins drop squad so when you log in you aren't already in a squad (unless you crash and log back in right away), but that has its own little problems and I'm sure a lot of people wouldn't like that (mainly for standing squads).

Mark Zima wrote:

Allow squad invites to work without leaving the squad first.

I must say for this one, for the love of god don't do this... Its WAY too open for abuse...

We shall attack that small squad with our slightly bigger squad. Well, I'll just tar *squad invite* no.. wait ill *squad invite* no, now *squad invite* no.. *squad invite* no, i'll rep *squad invite* no DAMN IT *squad invite* no REP DA *squad invite* no RE *squad invite*.. BOOM!

Doek wrote:

So, how is having a modern smartphone not a modern solution to accessing/posting on forums?

iPhone, trolling your forums -on the go- since '07.

You haven't actually used tapatalk have you.. Its MUCH better to use on phones than any browser because of the screen size. Its also free for the devs and comes with an API for them to hook the forums in to. No zooming in and out struggling to see videos or pictures.. (Driod phone, perfectly capable of rendering even the new perp forums, still prefer tapa)

33

(24 replies, posted in General discussion)

Ville wrote:

I like to.cuddle..

You didn't want to cuddle last night....... sad

0110011100001111001010001 wrote:
The Omen wrote:

Ask requested by GM Synapse. Here's a screenshot of my traceroute
http://img263.imageshack.us/img263/6859 … heomen.jpg

Hm...clearly the true problem is that your living in Australia.

Your first fix it so put your house up for sale and move anywhere else.

I have heard the middle east is really nice this time of year.

Its cheap at the very least...

The ping reply times for traceroutes can usually be taken with a grain of salt as most of those routers (especially the reach ones) are under pretty heavy load and are busy routing and not answering pings.. However, 400-500ms from AU is pretty normal to Europe (I know, im in Perth), its the spikes of 1000-2000ms that are the killers..

Some of the ideas are nice, but im with everyone else, why re-invent the wheel?

Hugh Ruka wrote:

1. Highlight a specific item group on the ground. F.e plants of a specific type, specific robot type etc ...

This should be a built in feature of the client. It would be 'easy' to populate this data on to the radar as well.. (and by easy I of course mean not easy but should be as it makes it more useful)

Hugh Ruka wrote:

2. Show the optimal ranges of active modules - kind of a tactical overlay

This again should be built in to the client.. The 'best' solution would be to highlight the range as an overlay or on the ground when you hover over a module.

Hugh Ruka wrote:

3. Show LOS on target

This would work well as a module. You could easily have a zero damage very short cycle time (but long graphic time) gun (or gun like thing) that would do this job.

Hugh Ruka wrote:

4. Provide night vision

Until we actually have in game effects for day/night/fog/mist etc its kinda pointless, but again, a module would be good for this.

Hugh Ruka wrote:

5. More target information or scanner data enhancers ..

Depending on what is included this would work wither way..

In fact depending on what you want to do it might be appropriate to have a passive module with charges and have the charges effect what the module does.

36

(28 replies, posted in Feature discussion and requests)

0110011100001111001010001 wrote:

if you cant load that fast don't go into a heavily controlled beta.

Hi, I have a 400-800ms ping to the server all the time. Are you telling me I can not participate in half of the game because the servers happen to be in a *** country (network wise) for me? This is not going to increase the population of the game one bit.

"I have a faster computer/network connection than you so I win" is the most *** concept that has ever come out of your mouth.

Assuming the devs are actually working on continents then the problem will fix its self (as long as they don't go super *** with the teleporters).

0110011100001111001010001 wrote:

meh...just work on something else actually more content related.

God im agreeing with binary face... Achievements in a sandbox game are kind of odd as you are doing everything for a reward already..

Sundial wrote:
Vaelen Gar wrote:

Everything you say is of course true, but overcoming a 3000m range detector bot is not an easy thing.  Plus, you have no way of knowing when you’re detected or not.  If there was a detector detector mod I’d probably call it even, but you can still be monitored from obscene distances and not know it until a group comes in from all points of the compass.

IMO signal detection without detectors should be based on your group size / interference level. Smaller groups / solo roamers much harder to detect, where as big groups of players show up from farther. This lets small groups have a chance to to select their fights against larger groups. This makes blobbing small groups of players much more difficult. This also makes ninja access to beta easier for smaller groups.

OMG that's an awesome idea!

Alexander wrote:
Lana Torrin wrote:
AeonThePiglet wrote:

I'm just kinda logging in and goofing around on the weekends. During the week I do other ish. Luckily my crop of secondaries has been doing an excellent job without me. I'm seriously proud of that.

But if I2 comes out and is awesome and if we start to get some muscle and if the online numbers recover this game could be a lot more fun.

What do you mean if? This game is still a lot of fun and will only get better when other people realize this.

A lot of players are finding they're lacking content after the few 2 months now which is much faster than it used to happen.

The issue being once they're ready to leave the nest they keep getting pushed back into it. There are only so many times falling back and rethinking becomes an acceptable option and during each of these times players 'Disappear' to other places.

I can only speak for myself when I say right now in the game I an grinding relation standing as there is little else to do that is worth doing right now.

Having seen 4 players (All controlled by the same player) troll an entire outpost of people I can safely say there are some people out there that don't want to risk their robots (Too attached?) and it's really removing PVP enjoyment. I wonder if this is due to the fact that some people feel as if they have to work harder than others to achieve the same level as other players.

A group of very experienced and knowledgeable players will always be able to do something better and more efficient than a group of players still trying to find their feet.

It only takes around 5 capable players currently to put 15+ newer players or Weekend Warriors to shame.

Far be it for me to tell you guys how to play the game, but turning up for fights might help a little.. Its not going to take long before people realize 'the blob' doesn't work and is only there for show (although its a really good show) and some simple tactics can pull it apart.

Also I don't get being attached to your bot.. Its a symptom of people coming from other games I guess where either it takes a lot to rebuild after a loss or the concept of an actual loss is a new one.. Its not like assaults aren't expensive or hard to build and with the removal of epi from T1 gear you can build everything cheap for 'free' on alpha..

AeonThePiglet wrote:

I'm just kinda logging in and goofing around on the weekends. During the week I do other ish. Luckily my crop of secondaries has been doing an excellent job without me. I'm seriously proud of that.

But if I2 comes out and is awesome and if we start to get some muscle and if the online numbers recover this game could be a lot more fun.

What do you mean if? This game is still a lot of fun and will only get better when other people realize this.

41

(49 replies, posted in General discussion)

0110011100001111001010001 wrote:

So...Dev Mooooooz


Is reverse smile

Wouldn't that be him running fast backwards? A skill the french has perfected. tongue

42

(24 replies, posted in General discussion)

0110011100001111001010001 wrote:
Sundial wrote:

Someone too afraid to post on his main.


This ISM is such a terrible way to think.
Just because i choose not to join the blob, to join a  un-respected corp such as your own.  Then you try and name and shame me by saying that I'm a less then important agent.  That I'm somehow not a main...who else could I be?

I cant run two sparks at one time...just one spark per spark any more then one spark per spark causes much spark issues.
You know bots blowing up...heads popping off...arms inadvertently pew pewing.

All I can say further is that you have hurt my sparks feelings...something that isn't easily achieved.
I think what we need to do, Sundial, is have a quick spark to spark.  Possibly over some coffee or a fireside chat.

Don't worry if things get heated we can cuddle and make it all better.

mind = blown

Isn't artifact scanning 'something for exploring the island'?? I know I have pretty much walked to every point on tellesis in the last month doing this...

44

(14 replies, posted in General discussion)

Immo wrote:

hell, it's one of the main reasons i stop playing perp hmm

p.s. why complain about it when no one listens ?

I think they listen, they just don't know what to do about it.. ewar has been toned down a lot (I haven't seen a 5 bot 3rd star cameleon spawn in ages) but completely removing it would mean all spawn instantly got easier to kill. Yes its annoying, but its getting better.

45

(46 replies, posted in General discussion)

Copine Callmeknau wrote:

Oh it must be a real challenge to change 'T2A' to 'Random' in photoshop. I can see how it is driving away players and killing the game

/sarcasm

Ignoring the sarcasm, but please if you make these new maps can you not just put 'random' or the map is going to get very useless very quickly. So far the random mobs have either 2 or 3 concurrent spawns and an upper limit on both size and class, so including this info would be great.

46

(49 replies, posted in General discussion)

Just dropping by to say hello..

Is it possible to check and see if a can was looted before it times out? If this was a simple process (bot destroyed -> loot to can #9847589349583 -> can was not looted before timing out) then it would be possible to reimburse the whole bot as you know no duplication happened. If it was looted then at least you have the 'someone else got to your stuff, sorry' to fall back on. I don't really mind either way I was just asking if this is something that's possible. I think the fact we actually get any reimbursements is pretty cool.

And on the subject of client crashes, I have on more than 1 occasion had 1 client drop connection while running 2 clients on the same box and been able to walk over to the disconnected bot and start repping it while I desperately try and get it reconnected. Given that both clients were on the same physical machine and one is still working just fine, you do get disconnected from time to time in this game that aren't you internet connection or PCs fault.. (I would love to help debug this but don't know how I can go about collecting debug info for the devs, I suspect it has something to do with combat logging as I have only ever had this happen while ratting and its always the client that's been doing the killing that drops)

Why are we trying to increase beta safety? I would have thought decreasing Alpha safety would have been a better option..

Alexander wrote:

Tutorial needs more pictures of big robots and explosions. They need to show the depth of the game a little better as almost all 10 stages of the tutorial involve running around and shooting stuff with a small portion of geoscanning and mining. The new level 1 assignments are good but I'd really like to see one or two level 0's for each mission type and once you've gained access to level 1 assignments I'd like to see level 0's disappear.

Oh god don't get me started on level 0 assignments.. TBH They should be the tutorial, not pointless grind before you can start the real missions.. Also a voice reading the words to you would be cool because that's just nicer in a tutorial (and almost every game these days does that).

New player experience in general needs to be a lot better before Perp gos big time, but right now, for getting you up to speed the current tutorials have a lot of info and cover the basics very well.

49

(11 replies, posted in Feature discussion and requests)

Without even going to to the merits or pitfalls of the idea, this would completely destroy the market as we know it.. And by destroy I mean it would have to be recoded from scratch as there would no longer be a 'standard' item to template from. Apart from the issue with trying to create a market interface to cope with this type of thing (everything is different) it would also significantly increase the size of the database..

So on technical grounds alone its almost a non-starter (at least with the market and item code we have)

Now that's not to say it cant be done but it would require a large effort to get it off the ground, and TBH I cant see it adding as much to the game as it would take time to get working.

Now what you could do is add sub tiers and give them a similar effect, but make say only 5 sub tiers per tier with each one being marginally better or worse than the one either side of it, but not as good as the next actual tier. This would then give you 20 variants for each item instead of 4 (well 25 if you count Tier 0 stuff)

50

(9 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

Didn't you get the memo? smile

http://www.perpetuum-online.com/Changelog:2011-06-17

"New: Change all ammo function: when changing ammo in modules while on the terrain, holding the shift key while clicking on the desired ammo will now change it in all applicable modules."

Though I suppose for new players this is new information, since this feature isn't very well documented.

Oh nice. Yeah I think this means what you need to do is make it a bit more obvious.. (Something else that needs to be made more obvious is the keyboard shortcuts for locking and setting primaries and the like..)