176

(6 replies, posted in Bugs)

This is not a big deal, but I will post it here anyway so it's out there. We did some beacons last night and came across this issue.
If you target a bot then start shooting, then switch to another target and start shooting, if the original target gets blown up your guns stop, even though you are not shooting the first target any more. We also had issues with remote energy transfers and remote sensor amps seemingly stopping as well.

Not sure if the two are related. Once you restart the remote energy/sensor amp all is well again. I noticed it more after the support bot was jammed. Even though I relocked main bot and started remote energy/amp again, it seemed to not be doing the transfers. Manually stopping the energy transfer and starting again and all was ok again, until next jam came in.

Also the transfer graphic was not showing, but the animation for an active module was working.

Like I said, not that high up on the importance meter, but best to let you know.

Amano Terijima wrote:

This issue should be a quick fixer to be honest, in the code where a corporation becomes marked as closed execute the proper procedure to recursively remove standings. I even think DEV Zoom could do this solo in an evening if he so wanted big_smile

Ohh I agree completely, but well... here we are.. smile

I'm pretty sure this has been raised before. But I agree, it's something that needs addressing.

There have also been many calls for alliance tools, to allow easier management of alliances. However, I think there are far more important issues going on atm so it may be some time, if at all, that these issues are addressed.

179

(50 replies, posted in Bugs)

Annihilator wrote:

Topic title: game can't handle the speed and trees
Of course i have NOT shot any plants while running around, since that was not part of ville's rambling. He was just blaming the existence of Forrests causing lots of lag.

There was no word yet that maybe the Plant-AoE damage mechanic is causing the lag if the data has to be sent to multiple clients all over the world, and because of that, it was not part of my testing routine.

Thats also because it was said "its easy to reproduce" -> and for me its not easy to reproduce beeing 10 persons at the same time. (using multiple clients on same machine is not an officially supported feature, so cannot be part of the testing routine)

Just so you know, I was not criticizing your post or trying to be smart. We (our corp) had personal experience with the lag when shooting plants, this can happen when pvp'ing as ville said.

I was simply adding my thoughts to this thread on LAG and PLANTS..  Just saying..

180

(50 replies, posted in Bugs)

Annihilator wrote:

actually, as "easy" as it is to check... i could not reproduce it.

for 1.5 hours i was running around in a fast bot on unexplored islands, and have not experienced a SINGLE lag-spike that could be connected to plants "popping up".

4x AF, 4x AA, medium shadows, medium viewing range, all extras ON.

Streaming live with maximum upload my connection could afford, and watching stream on twitch dashboard at the same time.

there was a single lagspike around a lone CIR terminal, but without plants updating, nor was anything visible (aproximately around the time "Chemist" reported that he could not log in)

so far for "its easy to reproduce" thats this "Lag" you are experiencing is caused by "plants".

*edit: forgot to mention that i am playing via WiFi*

Did you try shooting the plants while moving around ? If not try it and let us know how it went..

181

(50 replies, posted in Bugs)

Have to agree here. We went out last week to do some beacons and we had to clear the bloody trees before we could do anything. Lag was not too bad while we were just moving around, but once we started shooting the trees it became mostly unplayable, with NA lag reported by most in group. Once we had managed to clear the trees, the lag mostly disappeared and doing the beacons was quite playable.
Just my 2 cents..

[EDIT] Yes Zoom, most if not all our mob have the draw distance set to either half or the minimum setting.

Stranger Danger wrote:

The whiney vets should be avoided and left alone.

You mean all the whiney vets in this thread ?
http://forums.perpetuum-online.com/topi … atchnotes/

lol

183

(21 replies, posted in Q & A)

SERIOUSLY THIS IS THE PROBLEM WITH THE GAME

THESE PEOPLE RIGHT HERE

See anyone can do that, it don't mean you know what you are talking about.


Supremacy wrote:

SERIOUSLY THIS IS THE PROBLEM WITH THE GAME

THESE PEOPLE RIGHT HERE

184

(21 replies, posted in Q & A)

Annihilator wrote:

480 ep

whaaaaa

It's actually 430.. But you missed the point completely.. That's ok..

185

(21 replies, posted in Q & A)

DEV Zoom wrote:
Blocker wrote:

Those that could pilot MK2 before the patch should have got lvl 1 automatically..

We didn't have specific extensions for driving Mk2s before the patch so there wasn't really a way to tell who was able to drive them or not. That's what the new extension does.

Look just gimme lvl 1 hi-tech, or the puppy gets it.. Kabish ?  smile

186

(21 replies, posted in Q & A)

DEV Zoom wrote:

I wouldn't call it fair, but giving that extension to everyone would have been even less fair towards new players.

Zoom, I'm not talking about new players, I can understand the argument in that aspect.. But I am not a new player, I am a vet.. I could pilot MK2's before the patch now I can't (unless I spend 430EP) I know it's not much and I can afford it , but that's not the point..

[EDIT] Those that could pilot MK2 before the patch should have got lvl 1 automatically..

187

(21 replies, posted in Q & A)

DEV Zoom wrote:

Only the combat and industrial robot specialist extensions were given to everyone since they are starter extensions. This is not the case for the Hi-tech specialist extension.

So when could pilot mk2 bots before the patch now we have to spend an EP to get back to that ?

I know it's only a small amount, but you think this is a fair thing to do ?

[EDIT] tldr: now I have to spend more EP to get back to where I was before the patch ?

188

(22 replies, posted in Testing server)

Syndic wrote:

Basically what he's doing is making your and my EP "less" valuable by increasing diminishing returns, so we no longer hit with +50% damage at max skill but +30% damage, while passively increasing the Time To Kill (tanking is untouched in comparison).

Yep, I can see that now. It's late, and I'm tired, should have been in bed hours ago. Brain not really working. So thanks for helping explain.

189

(22 replies, posted in Testing server)

DEV Zoom wrote:
Blocker wrote:

Ok, if you say so, but as Syndic said, those vets with ~2M EP will just hit those extra skills up to 10 without even blinking.

Of course they will. But if you take an extension which provided so far 5% damage increase per level, then that's a 50% damage difference between a newbie and a vet. If we now reduce that 5% to 3%, then that becomes only a 30% difference. Still pretty significant yes, but not that overpowered like I would call 50%.

The new extensions that we're introducing bring mostly diversity, not extra extension for an old bonus, and they are in the 1-2% range.

Ok, I see the logic in that, thanks for the explanation. Be interesting to see how it pans out in the longer term.

190

(22 replies, posted in Testing server)

DEV Zoom wrote:
Blocker wrote:

This has me curious, care to elaborate for a dumbass Australian ? I mean it's a time progression game, someone will always have an EP gap.

But the effect of that EP gap will be somewhat reduced since the extensions don't give that much increase for damage/cycletime/etc, while still retaining a certain advantage of course.

Ok, if you say so, but as Syndic said, those vets with ~2M EP will just hit those extra skills up to 10 without even blinking. I dunno, maybe I'm looking at it all wrong. I'll reserve my opinion until it get's a tuning pass or two and lands on the live server.

191

(22 replies, posted in Testing server)

DEV Zoom wrote:

Remember the big bad wolf called "EP gap"? Look for the answer there.

This has me curious, care to elaborate for a dumbass Australian ? I mean it's a time progression game, someone will always have an EP gap.

Jasmoba wrote:

Hmm emailing everybody every time we get a Dev blog sounds like a good idea.  Old players will see progress and might come back.  How much mass email could cost

Very little actually and you don't need to mail the entire blog, all it needs is a link in the mail for the website and a brief summary in text.

Cassius wrote:
Syndic wrote:

Stop developing the game around people who don't want to risk anything.
Stop inventing considerations for feelings of people who don't want to risk anything.
Stop reasoning with people who don't want to risk anything.
Stop coddling people who don't want to risk anything.

MURDER THEM - with NO consideration - with NO special treatment - with NO mercy.
Until they realize what the game is about.
Or until they quit.

Play the game.

Eve would not survive if it followed this model. Do you think Perpetuum would?

The vast majority of Perp's development has been focused around PVP, since way before I started playing. Judging by the current  population levels, a blind man on a galloping horse can see this has not worked out well. Ignore Syndics lunatic ravings.

The sooner the Devs put some focus into PVE the better chance we have of not only attracting new people, but keeping them. The longer we can keep them the more chance we have of encouraging them to try some PVP.

194

(7 replies, posted in Testing server)

DEV Zoom wrote:

It just threw an exception, but it's up again.

Thanks.

Whilst I can see the potential of PVE gamma islands, there are multiple threads about PVE on the existing Alpha islands. Would not Dev time be better spent on that first ?

I'm not going to list all the PVE options mentioned in the other threads, having posted many comments myself in those threads I simply couldn't be bothered to repeat myself again..

196

(7 replies, posted in Testing server)

Annihilator wrote:

seems so.
but Zoom wrote yesterday in chat that they will put up the rebalance patch on PTS this week

ahh ok, thanks.

197

(7 replies, posted in Testing server)

Test server down atm ?

198

(32 replies, posted in Feature discussion and requests)

Ville wrote:

Right!  So when you go in, if you can't see a clear route these become Huge obstacles or death traps in pvp.  And once you get demobed its over.  I roam the islands, I interact with these plant growths about 20 times a day or more.  They can be overall frustrating trying to get out of.  Its quite ridiculous.

I just zoom right in, till I can get out..

199

(50 replies, posted in General discussion)

Kayin Prime wrote:

Honestly, a lot of the butt hurt, crying, and over seriousness on both sides of the fence right now are very unappealing.

Tend to agree, but that's the way it is atm. The best you can do is as an individual try and rise above it, just ignore it.

Kayin Prime wrote:

I like PVP but not if I'm going to be accused of being a spy and subsequently harassed for 2 weeks all because I .. logged in?  And especially not if there are 10 hours of forum + gen chat rage for every 15 seconds of combat, win or lose. Community needs to have some sportsmanship on both sides. Winners need not gloat, losers need not cry.  This is a video game. Sacrificing human relationships for a virtual gain is completely insane.

In an ideal world I could not agree more, however reality is a different thing. As AyePod said this is the Internet, and if there is one thing the Internet does well is turn perfectly normal, friendly, sociable people into raving socio-paths and *** who think they are anonymous. Once again, just try and be better than that yourself. Also PvP games always generate gloater's and criers, anything that makes people compete against each other will bring out both the best and the worst of human nature. That's just the way we are. 

Kayin Prime wrote:

Community is make or break to minecraft servers. We shouldn't be surprised to see similarities here.

That being said I would like to see more PVE content to break up the grind. Something like a progression raid maybe. I like where those special level 3 missions were going for example.

Annihilator wrote:

btw, its in general discussion, not corp dialoque - its even visible to none-logged in forum readers wink
and no, it no bug when his log ingame shows:
Pretty Hate Machine | 2215-09-30 07:17:00 | 2215-10-15 05:34:00|15 days
Freelancer | 2215-10-15 05:34:00

Fair enough, there is a bug where people's corps don't show. I thought that might be what you were referring to. Seems it wasn't, so disregard my post..