26

(14 replies, posted in Feature discussion and requests)

Um...they do have.

I know big_smile

27

(27 replies, posted in Feature discussion and requests)

NO...get out...really NO...just no...no need to explain anything...just no and get the *** out....

28

(31 replies, posted in General discussion)

All of you do realize all the Alpha 1 spots were nerfed to hell and back when A2's came out....just saying folks.

                                                                                      fuuu

29

(38 replies, posted in General discussion)

Mongolia Jones wrote:

If you going to filter out Jasdemi's kills, you should also filter out all the m2s kills (some of them mine)  during the insurance fraud days (January 2011).  There are hundreds of kills still counted which were not pvp related.

I MISS YOU MONGOLIA!!!!

<3

30

(31 replies, posted in General discussion)

Well if the would bring back BETTER Alpha 1 Ore fields this might make a difference.

Fix the Unit sizes of drops and such...make them just a bit smaller...(just a smudge).

My thoughts.

31

(26 replies, posted in Feature discussion and requests)

Well this really wasn't what I was aiming for, but I do like the idea of it tho.

Maybe the Dev's could direct this conversation a bit more?

32

(8 replies, posted in Feature discussion and requests)

Baal wrote:

+1, especially as the game grows with more islands, the trade is going to get more important I think, a skill that gives +50/level sounds quite imba, maybe just change the current one to give twice as many sell/buy orders and increase the EP cost per level to match it smile


Keep in mind this is PER station...as in all I can really supply is just one station at a time.  I want to be able to at least have around 400 orders up at one time.  I don't think this is too imba at all.  Just makes the market that much better in the long term.

33

(8 replies, posted in Feature discussion and requests)

Can we have a bigger skill that lets me put more buy/sell orders out?

Nearly maxxed out and I'm still needing more.  (Well I am  sad )

If we can have a skill that requires alot of EP that gives 50 Per Level that would work.

Thanks.

34

(41 replies, posted in General discussion)

Ville wrote:

Inda are you trolling us?  TBH whats killing this game is the fact your rolling in a force thats a fourth of General Chat population to try to kill 5 people.  But what ever makes you sleep at night and justifys bringing this massive *** group of nexus supported bots with logistic supports not only makes me lol to myself but kind of makes me feel honored!

Yes complaining about it on the forums will make it all better....

Good luck with that one.

35

(26 replies, posted in Feature discussion and requests)

Returning to this topic...Scy Brought up the point of having a WTF awesome Shield tank with awesome damage.

Solution?  Make them use as much ACC as lasers.

Just a thought...or make the fittings different.

I still hold hope for this idea...

36

(34 replies, posted in Feature discussion and requests)

Sundial wrote:

An alternate ballastics weapon would be nice to put there too.

http://forums.perpetuum-online.com/topic/4260/rockets/

I'm just going to leave this here....

37

(22 replies, posted in Resolved bugs and features)

Fix...NOW PLEASE!!!

38

(9 replies, posted in General discussion)

As it stands now the DEV's are backing themselves into a massive, yes MASSIVE corner.

What they, and ONLY they, need to figure out is the two or three year plan for the game, and then work backwards from that point.

My thoughts are to roll this back to the DEV's as they have to come up with this plan FIRST then we can chime in.

neutral

39

(65 replies, posted in General discussion)

That's a clear photoshop'ed Job you have there.  M2S and Hun don't roam...they only kill the baby seals of 62nd.   cool

40

(34 replies, posted in Feature discussion and requests)

And it will also make that kinematics skill just a bit more useful.  wink

41

(16 replies, posted in Balancing)

GO on Hunter GO ON!

42

(65 replies, posted in General discussion)

See this is EXACTLY what this game needed...we needed a new bad guy to *** with, troll about, and so on and so forth.

fuuu

43

(65 replies, posted in General discussion)

So...when is Syndic coming back?

cool

44

(16 replies, posted in Balancing)

I don't even know what to troll here...really I have next to no idea whats going on with walls.

I'm just going to go with Zoom on this one to whatever he wants and needs, you have all the support you need from me.  Have at it!

+1 to Zoom!

45

(34 replies, posted in Feature discussion and requests)

Hunter wrote:

I propose to change some things to the common type that can be used in slots of different types.
For example: allow to set up firearms in all kinds of chassis slots  (turret, missile,misc,industrial)

Actually this is a simple idea which might be interesting for people and developers. Personal interests is not here. Just Tyrannos with six machine guns seems funny to me and useful for noobs.


Hm...I actually think this would work very well.  Very well.

+1

46

(65 replies, posted in General discussion)

Didn't you quit the game?

47

(22 replies, posted in Resolved bugs and features)

For some reason the timer on agression for mails is extreamly, yes extreamly, short.  I believe that is is just under 10 seconds or so, but again unsure at this time.  Please look into this issue as its causing a lot of stupid losses.

http://www.perp-kill.net/?m=view&id=237636
http://www.perp-kill.net/?m=view&id=237573
http://www.perp-kill.net/?m=view&id=237536
http://www.perp-kill.net/?m=view&id=237508
http://www.perp-kill.net/?m=view&id=237558
http://www.perp-kill.net/?m=view&id=597

If you see all of the damages are completely messed up as well as the number of people involved is, again, completely messed up.

Please fix this issue as its making lot of people look like dumb ***, when in fact they are out numbered and out gunned.  Also its really messing with the point system on the KB's as well.

yarr

+1  Great Idea

49

(2 replies, posted in Feature discussion and requests)

Sundial wrote:

First off, I know the devs are hard at work working on PBS/Terraforming.

Our choices in modules are still rather limited, and I have only seen 1 new bot and no new modules in the 1/2 year that I have been playing perpetuum.

Some ideas to shake up Perpetuum and add much more interesting fitting to the equation:

a. Active speed modules - Like LWF, these would increase your speed at the cost of fitting / accumulator usage. Could come in different flavors. They could come in different flavors with different drawbacks / limitations.

    1. Overdrive (Active - Bottom) - This module gives you a large boost in speed but does damage to your bots armor. Has high fitting requirements. Also uses a good bit of accumulator

    2. Hydrolic Injector System (Active - Bottom) - Increase speed at the cost of accumulator
. Mid range fitting requirements, mid boost to speed.

    3. Hyrdraulic Upgrade (Passive - Bottom) - Gives a set boost to speed (10kph-15kph). No fitting requirements. No drawbacks. Gives less speed than a compareable tier LWF.

b. General purpose modules - Modules with a variety of different bonus, usually affecting a category of stats. Something you would want to throw on your bot if you had the extra fitting or needed a boost in a specific area. These will have higher fitting requirements than normal modules, but allow you to free up slots at the cost of cpu/reactor. T1-T2 modules will have less bennefit than the modules they replace, but cost the same. T3/T4 will have the same/more bennefit but cost alot more.

    1. Armor Hardener (Active - Bottom) - Gives bonuses to all damage resists and increases HP. Also gives bonus to armor ammount / repaired ammount / repair time / reduces accumulator usage of repairers. Requires accumulator, but does not weight much at all.

    2. Shield Booster (Active - Bottom) - Gives shield bonus to all damage resists. Increases accumulator size. Uses accumulator to run.

    3. Damage Amplifier (Active - Top) - Gives bonus to all damage types, critical percentage, and explosion size/dispertion. Reduces cycle time as well. Uses accumulator to run.

    4. Accumulator Upgrade System (Passive - Bottom) - Gives bonus to recharge time and recharge ammount. Also increases the range at which recharge is at 100%. Also gives a small bonus to energy injector charges.

    5. Tactical Configuration Array (Active - Top). Gives bonus to locking range/locking time as well as optimal range. Uses a good bit Accumulator to run.

c. Specific damage shield hardeners - Along with reballance of the shield conversion ratio system.

    1. Remove shield hardeners as we know them, add specific damage types in their place. These will be passive but are much more powerful. This will remain as top slots.

    2. Show charge status of shielded bots accumulator you have targetted, also show how much damage you do to its accumulator.

Currently pretty much every fit besides one you undock under and outpost / use at an internal teleport has a T4 lwf fitted to it.

I think this leads to boring fitting options and fights that are not long enough. The solution to this is the velocity modules that I mentioned in my post, which give bots bonus to velocity without reducing their effective HP, but having other drawbacks. This will lead to much more interesting engagements / fitting. I am tired of this LWF spamming. More options means more tactics and more interesting engagements.

Thank you.

Did someone kill sundial and steal his account?  The Sundial I know would never put forth such unoriginal ideas.

Not the mention the run boost mod as be around and around and around and around and around on the forums for ages.
All you want to do is basically make every passive mod in the game, have a active counter part.  Not really great ideas that I'm seeing.

-1

50

(34 replies, posted in General discussion)

Arga wrote:

whatever, remove walls from beta and we can all just log out and wait until devs get gamma islands, instead of getting incremental new toys to keep everyone interested and playing while gamma islands are being developed.

Hm...Me thinks 62nd mentality has gotten to Arga.

What a shame.