Can we please have a toggle button on the radar for centre on player/free drag.
Precision clicking on the other side of an island is difficult otherwise.

152

(45 replies, posted in Bugs)

DEV Gargaj wrote:

... and am fixing it now.

Do you have any idea why:

sometimes auto-pilot acts as Stranger describes above - i.e. runs about 40m and then stops.
sometimes it just runs straight towards the shift+click with no path finding.
sometimes it can navigate its way through a complicated maze of plants and impassable with no issues for many kilometres

I've tried for hours on end to find common circumstances for when it is in each these modes but I can't work it out. It just seems to have moods.

153

(3 replies, posted in General discussion)

Well, the latest blog akin to a roadmap was published at the end of December 2012.**

The only thing not complete from this roadmap is stage 2 of the assignment overhaul. 16 months might seem a long time for what was outlined here but to be fair to the Devs these were big task for a small team and they have done other things in the meantime too.

You could be right though. In the next couple of months a roadmap type blog which outlines where we're headed after gamma re-balance and assignment part two would be cool.

** http://blog.perpetuum-online.com/archive/2012/12/

154

(7 replies, posted in Feature discussion and requests)

Ludlow Bursar wrote:

... facilities which currently enjoy a base of 50 points at Alpha 1 outposts are increased to a base of 75 points to encourage more use.

A little bump for this one I think. Bring life to Alpha 1 outposts.

155

(5 replies, posted in Feature discussion and requests)

Alexander wrote:

200 years seems too convenient. Make it 247 years..

Oddly I think 247 would be less irritatingly confusing than 201.

156

(5 replies, posted in Feature discussion and requests)

Can we please set Perpetuum 200 years in the future and not 201 years.

It just seems pointlessly confusing.

No reimbursement of NIC or charges required imo.

That comes from someone who spent literally weeks (over 300hrs I reckon) terraforming and over 10bn NIC. For about 20 months we had fun building castles in the sky and reaped the benefits of them. Line in the sand, move on.

Extra head slot will just be used for an extra tuner by everybody.

Answer is to make the geo-scanner a chassis module for the miscellaneous slot. That would change artifacting too.

I know this is a duplicate of umpteen requests over the years but...

Please, please, please for the love of God can we have CT points displayed on the CT icon. fuuu Combine with a sort by CT points too and I might just make a hefty donation.

Come on people, let's hound the Devs until they do it.

160

(4 replies, posted in Bugs)

The one I saw pop up on landmarks was over 11000m away so I guess it is a bug.

161

(4 replies, posted in Bugs)

Not sure if this is a 'bug' but am I supposed to be able to see a deployed distress beacon no matter how far away from it I am?

It was a Test Distress Beacon.

Annihilator wrote:

nope, forum only counts those who actually log in here at least once.
and afaik each agent on your account separately, even if you delete or rename it.

Just tested and confirmed, each character on account is a registered user. Shame, would have been a good benchmark for how steam is going otherwise.

Does every new account automatically become a registered forum user irrespective of how they purchase the game?

If they do then keep an eye on that number at the bottom of the forum menu screen.

Currently 30,710.

My guess is that by this time next week it won't be nearly as high as people seem to be expecting. I'd love to be wrong but I don't expect it to break 31k by the end of the month.

In fact, I'll give a T4 fitted Seth Mk II to the person with the closest guess: I'll go for 30,961.

164

(189 replies, posted in Feature discussion and requests)

Cassius wrote:

... stop making changes based on politically motivated forum campaigns.

Yes, please do.

165

(15 replies, posted in Balancing)

Obi Wan Kenobi wrote:

again why are we still asking for this after all these years ????

Indeed.

re-fine (ri-fïn, rə) v. -fined, -fining, -fines --tr 1. To remove unwanted substances from; purify. 2. To free from coarse characteristics; make more elegant, polished or subtle.

+1

166

(0 replies, posted in Bugs)

I've read all posts in 'Bugs' but the forum thinks I haven't.
Now it's happening for me in 'General Discussion' too.

Sometimes there is a delay before what posts are read/unread updates but for these two rooms it is now permanent.

Maybe related to posts moving before I've read them.

167

(102 replies, posted in Recruitment forum)

Burial wrote:

Bump bump

Isn't using Stalinist era El Lissitzky propaganda posters a bit of a change of direction for STC?

168

(71 replies, posted in Guides and Resources)

Really liking those heat maps, Doek.

Exactly the sort of feature I was thinking of here (http://forums.perpetuum-online.com/topi … -of-death/)

Over what time period do you generate the heat maps? Last 30 days?

169

(7 replies, posted in Open discussion)

Interesting fact about clinking glasses. Didn't know that.

Watched this film once: http://www.imdb.com/title/tt0145503/

I was really bloody miserable by the time it ended.

This one was really helpful.

http://sequer.nl/killboard/index.php?a= … l_id=42061

171

(26 replies, posted in General discussion)

Burial wrote:

Yes, some more actual pictures of the game ... research system ... and so on.

Research tree or two would be a good promotional screen shot. Looks cool and gives a good impression of depth and variety of modules available and complexity of industry/crafting for those that get turned on by such things.

172

(5 replies, posted in Feature discussion and requests)

Just a little bump. Recruitment and Channels please.

173

(29 replies, posted in General discussion)

Still a message at the top between forum menu and breadcrumbs which says "Your account has expired; you need a valid account to post in the forums".

But hey, I can post.

To throw another idea into the pot ...

Is there a way that the server could detect whether a mineral tile is within, say, 500m of a red spawn and enhance that field in a way that makes it more rewarding to mine? Maybe increase the PL-90 rate or give a mined amount per cycle bonus.

The level of buff could be relative to the tier of the spawn and whether it is Alpha or in an explosion damage zone.

175

(7 replies, posted in Q & A)

Bump.

Can these be added to the API? Delayed ofc.