151

(30 replies, posted in Bugs)

Celebro wrote:

I want to understand if it's a networking or game issue, why does it not effect everyone?

It does not effect me either only minimal disconnects no lags issues.

It is indeed perplexing, just talking to people on TS seems to indicate that people in the northern hemisphere seem to suffer more from disconnect rather than lag, and we here in AU and NZ seem to suffer more from lag and not so much disconnects. It does seem better after the switch firmware(?) upgrade, but it's still there. I can replicate it easily even when farming NPC's on alpha just by moving behind a plant and shooting it instead of the NPC.
Also the more bots on the field (grid?) the worse it seems to get.

152

(3 replies, posted in Bugs)

Inda wrote:

Seems like some plants ignore concrete so its grow through.

Happens in real life too.. I used to do concrete work in my younger years, it's amazing where plants will grow.

Just checking, the server is still down for everyone yeah ?

Amano Terijima wrote:
Blocker wrote:

Ok more or less agree with most of those suggestions, especially the corp management idea, I'd go even further and also suggest adding alliance management tools.


ohh I forgot the probes point. What is it about these bloody probes that has you guys so infatuated ? From our point of view they should be removed from the game entirely. I mean, take a newbie who wants to do some ninja epri mining, he jumps onto beta and straight away his presence is announced! Where is the "ninja" in that ? From our point of view all the probes do is act as a deterrent to newer players to go to beta. There is no "stealth" available when there is a bloody probe up at every TP entry to the island.

Was more thinking that they will probably not remove probes all together, so best of both worlds would be to give the rookies the same chance by making cheap mini probes that they can put out while they are mining and such. Would give them forewarning of incoming hostiles. Simple pop the perma probes, wait 10 minutes to see if the locals are awake, and if not put your own ninja probe down cheaply to ninja that epi and not get blind sided, since as most know a mil nic isn't as disposable to younger groups as it is to older and larger ones.

I can understand what you are trying to say but without any limits it will end up like when walls first came out. People just went crazy walling off islands. If any man and his dog can get cheap probes I can see a situation where the islands become infested with the bloody things. Even if you put a short timer on them like an hour, people will just fill up their cargo with them and run around replacing them. Bots move fast now and probes take minimal cargo space.

I'm just concerned that if you ( and I don't mean you specifically, I'm talking generally) slowly remove different play styles like guerilla stealth tactics, just as an example, you are reducing the 'sandbox' and making it less open world. When you're a small corp (even if you are vets) there are not a lot of options when it comes to play styles.

We (OTHERS) believe that mechanics like probes actually remove/reduce the ability to have a diverse choice of play style and as such detract from what should be an open world MMO sandbox. We need content/mechanics that encourage diverse play styles and add to the 'open world' feel for corps of all size and we just don't see any evidence that probes contribute to this. Now, in the long run we may be proved wrong and we are fine with that. If you can show that they have contributed to a more diverse play style we are happy to admit being wrong and move on, but at this stage we just can't see it.

155

(6 replies, posted in Balancing)

Inda wrote:

When you go out and try to plant incubators and dont see you already planted.

When you terraforming dont eliminate random noralgises to somebody.

Ahh ok the terraforming issue I can understand, and fair enough.

When planting them manually just select the tile you are going to place it on before actually placing it, if you have the 'Landmark Information' window open it will tell you if there is a nora plant there even if you can't see anything directly on the tile.

156

(392 replies, posted in Bugs)

I usually never have a disconnect, but had one tonight. Just the one and only on one character. We (in OTHERS) have been running , off and on, the  WinMTR program as suggested and we think, stress the "THINK" that the lag may be better..

We will engage in some pvp over the next couple of days, maybe weekend, and see if this is the case or not..

157

(6 replies, posted in Balancing)

Inda wrote:

Make them visible after you deploy, the concrete layer is visible after deploy, can we have that on Noralgis?

Just avoid some problems.

LOW PRIORITY

I'm curious, which problems might you be referring to ?

Ok more or less agree with most of those suggestions, especially the corp management idea, I'd go even further and also suggest adding alliance management tools.

I have to somewhat disagree with the beacons/NPC spawn removal suggestion for the following reasons:

1. There are no tier 5 mech spawns on alpha

2. Removing the tier 4 mech spawns is just another nerf for alpha hobo's. One of the main reasons we can't keep people playing for longer than 6 months is the lack of content. I'm not convinced removing more content will be more incentive for people to stay.

3. Lets be honest here, not everyone prefers to pvp. There are people out there that prefer to PVE, and their money is just as good as anyone else's so putting systems/mechanics etc in place which, more or less, forces them onto beta is not going to wash with them. They will just leave and play something else. I would love to see 1000's of pve people running around alpha because a pve'er is just a player who hasn't yet realized how much fun pvp is, and the bigger the pool of pve'ers then the more chance of getting some of them to pvp!

As far as the colixum suggestion I will just say this, he who controls the spice, controls the universe. So any group of players, no matter who they be, either now or in the future that have dominance over gamma will naturally always ask for more uses for that product, it extends their power. This is more a population issue than anything else, as can be said for most of the issues at the moment.

ohh I forgot the probes point. What is it about these bloody probes that has you guys so infatuated ? From our point of view they should be removed from the game entirely. I mean, take a newbie who wants to do some ninja epri mining, he jumps onto beta and straight away his presence is announced! Where is the "ninja" in that ? From our point of view all the probes do is act as a deterrent to newer players to go to beta. There is no "stealth" available when there is a bloody probe up at every TP entry to the island.


my 2 cents as requested..

[edit to make it a bit more readable]

159

(392 replies, posted in Bugs)

I don't think there is any point trying to pvp anymore, for us here in AU anyway. Just had another fight on Kent and couldn't even get a shot off, hit spacebar and... and... and.. dead. Even running back to Shin main terminal lag hits over 1000 and I start to rubberband all over the place.

Your game is broke Zoom..

[edit] Even the website is really really slow..

[last edit] Well confirmed lag has made pvp impossible. Sorry but no more pvp for me. Just had another battle at SI and started out ok, but soon I was jumping around everywhere, couldn't change targets, couldn't stop shooting or once stopped start again..

After 4 years it may be time for me to find another game.

Couple of nice fixes in there, good job..

Any news on the lag issues ? I think there's a lot of people not playing because of it.

Kayin Prime wrote:

So I'm auto piloting my Artemis to Initia because I give 0 *** about my bot. I even walked through a pack of reds and nearly died 5 min earlier.

I walk by Truehold Beta not giving a *** and there's Opium in a baph mk2.  I go back to him. He looks like he's playing terminal games and I'm not in the mood. So I just walk towards FB2 with 0 *** given to Opium.  He follows, locks, demobs, and starts shooting.  I see a castel on the teleport.  I immediately know I walked into a trap.  I'm dead. I accept my fate.

BUT I didn't die. I tanked the baph mk2, while demobbed,  my armor repper off, and jumped through the TP to hershfield where I was greeted by 2 more enemy bots.   I sat there, repped myself, and watched for 10 minutes while Paw and Opium repeated flagged themselves on alpha trying to get me to shoot.  Meanwhile, I was afk.

Later - opium jumped through the TP to go after someone who would fight. I saw him - jumped in - followed him and cheap shot kill stole from a legit PvP battle with Hawk:  http://www.perp-kill.net/kill/262977

I was rewarded for not committing to PvP regardless to being on Beta only to interrupt and be a d-bag back to Opium. 

I was irresponsible. I should've died. This is unbalanced. Fail.  Plz fix.

Thanks,
-K

So where was the irresponsibility again ? Apart from stealing the kill from Hawk, I can't see any irresponsibility, and that only really applies if your only concern is epeen and killboards. We would not see that as irresponsible as we don't care who gets the killl, just so long as the kill happens.

So let me get this straight, you walked around a bit on Hoop in a tanked artemis and saw only Opium ?
You didn't want to play station games so you walked to FB2 and tanked him until you got to FB2 and jumped to Hersh ?
You then jumped back to Hoop and "stole" Hawks kill ?

Where is the problem in any of this again ?

162

(49 replies, posted in Balancing)

Inda wrote:

I think it is really clear why I suggested that, that has 150 HP. So too easy to kill with an Arkhe even.

Make a 2nd probe who has more HP to not able to kill with Arkhe in NO second!

At least assault with 30-45 sec shooting! Aka 2 000 -3 000 HP. And cost 5 millio or something.

You might think it's clear, but not everyone thinks so. Just saying it needs more HP doesn't say WHY you think that.

It's been like that for a while, and no-one has seemed to complain about it, till now, even when we all used to use probes. Personally I don't give a rats you can make it 1000000 HP for all I care. I just wanted to know why you think it needed more HP after all this time them being in game.

163

(49 replies, posted in Balancing)

Inda wrote:

More HP for Proximity Probes ?

So what do you think ?

Without you explaining why probes should have more HP, I'm going to just straight out say no.

Didn't the Dev's buff the scouting abilities of lights just recently?
Seeing as your alliance includes 3/4 of the active server population, don't you have enough people to put in lights to act as eyes ?

I mean no offence, but I don't understand the basis for your suggestion. As Jita said, "Why?"

164

(27 replies, posted in Feature discussion and requests)

Phantomburn wrote:

One of the defining problems is the map.  It's too small.  It's too easy for a major power block to just roll in and just camp a grouping of island.

One thing that the development team said that touched a nerve of mine was: "is it too hard to believe that warring factions can live on the same island?"
This bothers me on two levels.  One it means the developers view the size of the game world by outposts while the player base sees it by island.  And two it is very very difficult for warring factions to coexist on the same map.  In fact it's fundamentally designed not to work.  2-3 entry points, login traps, escape to alpha, probes, scouts, dynamic ore fields, npcs not dropping good loot.

Well we have all these gamma islands?  There's more land there.
We are two years into gamma launch and there's STILL no reason to go there.
The investment in kernals, prototyping and logistics to construct a t1 base reap no reward.
T1 gamma buildings should have been seeded on the market.  Epi/Nora shouldn't be required to build t1 buildings.

My two cents.

This is true..

165

(392 replies, posted in Bugs)

DEV Zoom wrote:

I can only ask for patience until this is sorted out.

Fair enough. At my age patience is something I have plenty of, so I will be patient. However, I very much doubt we will be placing assets on the line until it's sorted. We may do some light roams but there will be no defence of anything and we do not expect our friends to risk any more assets on our behalf either.

So we will be pretty much confined to alpha until you get it sorted.

166

(392 replies, posted in Bugs)

DEV Zoom wrote:
Blocker wrote:

So what you're saying is our internet in AU and NZ is not sufficiently fast enough to play Perpetuum ?

PS: I have 24Mbs ADSL 2

Of course it's enough. But something between the affected people and the server throttles back the bandwidth to dialup speeds.

Ok well the end result is the same for us in AU and NZ. We have no control over the routers along the way, never used to be like this and been playing for 4 years. Have no problem playing other MMO's,  including shooters.

I guess I will have to rethink what we do, kinda rules out pvp for us and considering the amount of pve content, sorta gives us no real reason to play.

PS: To give away, Abbu outpost, would be appreciated if we got the weekend to move out.

167

(392 replies, posted in Bugs)

DEV Zoom wrote:

The lag isn't caused by the trees themselves, it's caused by the extreme lack of bandwidth for those having this issue. About 30-40 kilobytes/sec would be needed for you to get all the updates of the game world. As long as you don't move, or move around in an area that you've been recently to and don't need an environment update, it's fine because the movement of other robots doesn't take much data and those having reduced bandwidth can live with it. But updating the terrain takes the most bandwidth, so when you encounter new plants, or battle around trees that get hit, or plant noralgis and you get lag, it's because your client doesn't receive the environment data fast enough.

So what you're saying is our internet in AU and NZ is not sufficiently fast enough to play Perpetuum ?

PS: I have 24Mbs ADSL 2

168

(392 replies, posted in Bugs)

DarkTerror wrote:

Not saying it's the tree's or anything.
but it sure looks like it.

Not much you can do when you can't even target anyone.

Lagmeter without combat trees involved usually sits at about 450

http://imgur.com/a/iiGP4#0

** yes I know I have NPC's displayed in landmarks sad

Zoom, look at the lag and time stamp on the bottom right, those images are in time sequence first on left, last on right. Now Ryni is in a different country to us and he was experiencing the same thing.

169

(392 replies, posted in Bugs)

Well I dunno, just had a smallish fight on Hock and the lag was nearly unplayable. MS time was around 8000ms for me. I dunno Zoom, you need to do something, half our players couldn't even target half the time.

BeastmodeGuNs wrote:
Rasnath wrote:

joke, chaos, others and doy seem pretty big to me

If you look at the number of players in the corp then sure, if you look at amount who actively play in those corps, then you see the gap and why things are how they are.

This is true, the number of players listed in a corp is not an accurate representation of active players. In our corp for example we have 7 active players, that is players that log in at least once a week. We used to have 6 but a member returned and has become active again.

171

(392 replies, posted in Bugs)

DEV Zoom wrote:

We have sent new data and download statistics to them today, we'll see what they say.

I for one appreciate you staying on the case and trying to get to the bottom of it..

Annihilator wrote:

btw, if there is a "serious" pvp flag issue,
then its NEXUS buffs from non-pvp flagged agents are beeing applied to PvP flagged ones.
(unlike other remote support stuff that flags).

Good point. I had not considered this, it seems only fair that if a support bot (remote rep/energy transfer) flags when supporting combats, then bots running NEXUS that support flagged combats, should get flagged as well.

Kayin Prime wrote:

Blocker:

What DOES happen that needs to be fixed:

- You ninja something, get caught, fight, realize you're going to die, slow boat it to the teleport in your quad plate demob-immune heavy,  jump through, and tank all damage until your flag's up.   Now you're 100% safe despite the fleet that's literally on top of you while simultaneously that same entire fleet is at a major disadvantage because we're ALL flagged (vulnerable to attack), unable to jump back to beta, and worse of all we can't control any of the ground we're standing on. 

Your fleet could be sitting there with all the time and freedom to re-position,  change ammo,  hell - even jump in more bots by the time our stability goes away.

That's the fleet scenario. 

-K

$0.02

Ok in this situation fair enuff, I can see how that would be frustrating, but it's a situation that is applied equally to everyone, and that's not saying it don't need changing.  But to the best of my knowledge it has always been this way and no-one has complained before, most just say "ohh you lucky bugger, I'll get you next time" and move on.

Why can't you jump back to beta if flagged ? If the flag mechanics prevent this then that is silly and needs changing. I ask because as far as I can remember I have never had to jump from alpha to beta flagged. I usually die on either alpha or beta before jumping. If you can jump flagged from beta to alpha, you should be able to jump flagged from alpha to beta.

Kayin Prime wrote:

To flag in beta you have to demonstrate your willingness to PvP.

For example you do something like:
- Shoot someone
- Shoot someone's TP
- Shoot a probe

Why be allowed to jump out of a PvP zone when you've clearly demonstrated your hostile intent?  Even back when Cir/77 owned the world I didn't understand why we're allowed to jump when flagged.

I suspect it wasn't always this way? Maybe it was.  Can someone give me some history and maybe we have a real discussion about it? I don't understand why it works that way.

-K

I don't understand what the problem is ? If you are flagged and jump to alpha the flag carries with you, if fact the flag time is extended. It's up to you to get organised in time to catch the offender, either on beta or alpha while their flag still exists. If the intruder can get on beta, achieve their objective and flag up in the process, then get back to alpha even while still flagged and get away, then more power to them.

By asking for mechanic changes ,you need to be careful you don't remove guerilla hit and run tactics or any tactics that may be applied by smaller corps like ours, if you remove that then you may be removing reasons  to pvp ?
 
Just seems to me like your asking for mechanics that allow you more time to get your superior numbers organised.  Be careful what you wish for, it may bite you on the backside in 6 months.

175

(6 replies, posted in Bugs)

DEV Zoom wrote:

There is a fix for this on the test server, please try it. (Not just this bug, but targeting in general, because it could have broken something else, although I didn't find any issues.)

Just tested it on the test server and yes, you seem to have fixed it. We couldn't seem to find any other targeting issues.. Thanks...