I prefer to summarise EULAs for MMOs as follows:

"You do stuff we don't like, we ban you. kkthnxbye."

To add a non-M2S vote:

/signed

STO has around 500% more votes in most categories.
100% more would have been a realistic win.
500% more is just a joke. Massively should have cancelled the awards citing that the results were not dependable due to major anomalies.

Najtkinke wrote:

Still no votes?:(

I think most people are slightly intimidated by the aggressive nature of the nominees so far.

Maybe a more peaceful and submissive nominee would inspire people to some sweet, sweet manloving fantasies?

Jasdemi wrote:

Good job. You just killed 15 chinese families. roll

Much more effective population control then the silly one-child policy of the people's republic of China.

Perp devs should send a bill over to Beijing for their assistance to the glorious republic.

6

(32 replies, posted in General discussion)

Awesomely written, thank you for sharing.

GLiMPSE wrote:

Dev Team -- feel free to use the above idea and when it's successful and it pays out all that I ask is you credit my account with a lifetime subscription.

Reminds me of...

8

(9 replies, posted in Q & A)

I'd say depending on your actions in-game you're either a syndicate agent ( you're in a starter corp or a peaceful alpha corp and only kill people on the beta isles that attack you first ) or you're on of these hackers from outside ( you're in a NBSI corp on the beta isles and actively hunt and kill other agents for personal gain )

If you switch corps then it can be said that back on earth you were contacted by your new corp and convinced to either leave the perpetuum project ( promises of personal wealth and power etc. ) or rejoin the perpetuum project ( your hacking crimes forgotten in return for information on the crackers. )

On Nia itself it likely won't make much difference. The hacks can be assumed to be so advanced that there's no way to distinguish between a real perpetuum project agent and a hacker agent.

Most of this is behind the scenes and more for RP. And if you RP then I'm sure you can use your imagination to make a likely explanation that makes sense.

As for the divide and rule. From what I understand earth is using the perpetuum project to siphon energy from Nia to make up for shortages at home. If perpetuum agents in one faction's bots attack another faction then it will likely cause war. While in war the Nians will hopefully not pay too much attention when their terminals suddenly seem to reroute a lot of energy to an unknown source. Likely they'll assume that their enemies are draining their power and thus remain oblivious to the presence of perpetuum agents among them and the Syndicate.

My hope/guess it that the self-destruct module won't deal damage by itself but instead add a modifier to your standard on-death explosion that'll be coming.

That explosion was ( I think ) already confirmed to be based on bot-size. So I'm thinking that if you blow yourself up with the kamikaze module then it'll add like a 250% modifier to that.

Meaning that a heavy mech blowing up won't just take out nearby damaged light bots but also fully repped light bots without shields and damaged assault bots. But an intakt blowing up will stull cause only minor scratches on a mech without the module and a dent at most with the module.

Line wrote:

about that percentage - how does it works when target size is more than your explosion size? f.e. medium missiles have 10 explosion size. you decreased it, says, to 9. heavy mech have size 10. by the simple maths your damage should be a little more than 100% in that way. does it really works?

I believe not. Would be quite silly really. It would imply that small missiles with their explosion size of below 4 would do 250%+ damage against heavy mechs. Which would make medium short range missiles completely useless as there's no way they can match that.

11

(85 replies, posted in Open discussion)

Jasdemi Holdings wrote:

I have skin, now talk about me.

Let's compromise and talk about your skin instead?

12

(7 replies, posted in Recruitment forum)

Might as well give a bump for my new corp.

Medium sized group that seems to be doing a lot of teamwork and has some good organisation in place.

So far feeling right at home.

13

(85 replies, posted in Open discussion)

Jasdemi Holdings wrote:

Don't derail my attentionwhoring thread.

This thread is now about skin.... Don't derail my skin thread.

14

(85 replies, posted in Open discussion)

Savin wrote:
Neoxx wrote:

Do you have other plans for that skin?

Crisps? Maybe a nice purse?

The one at the bottom...

15

(22 replies, posted in Q & A)

Assuming up to 10 characters before the '@', up to 10 characters after the '@', 5 extensions ( .com/.org etc. ) and a password with length 10 made up out of 50 possible characters it would take up to 9.730.541.452.738.969.312.666.112.000.000.000.000.000.000.000 ( 26^10 * 26^10 * 5 * 50^10 ) tries to hack that account ( and any others with that length ). With about a minimum of 2.878.858.417.970.109.264.102.400.000.000.000.000.000 ( 26^9 * 26^9 * 5 * 50^9 ) tries.

Let's say we have 1.000 computers and an absurdly low lag of 10ms. It would take at least 91.288.001.584.541.770.170.674.784.373 ( divide by 1.000 for computers, divide by 100 to get to seconds, divide by 60 to get to minutes, divide by 60 to get to hours, divide by 24 to get to days, divide by 365 to get to years ) years to hack that account and any others with that length or below.

Now that number is so high that I'm pretty sure the sun will explode and consume the Perp servers before someone manages to hack all of Perp's accounts with a brute-force algorithm.

PS. somebody check my math, I just woke up and that number really is freakishly high. It would put a serious damper on my plans to achieve world domination besides the obvious rarity of beaver suits made from biodegradable materials......

Telling people about Perp is great. I'd shy away from hyping too much though. It will only lead to the following:

- 12 year old kid reads post hyping Perp. Believes it because it was on the internet.
- 12 year old kid buys Perp and plays for 2 hours. Fails to understand the game.
- 12 year old kid spends what's left of the month bashing Perp on various forums.

Here's hoping for heavy artillery firing ordnance, nuclear missile launchers, orbital lasers and flame throwers ( yes, flame throwers... )

Robots are awesome, explosions are awesome. Robots walking away in slow motion from explosions will likely melt my monitor due to sheer awesomeness.

18

(100 replies, posted in Balancing)

I think the safezones are there because currently the teleporters are major chokepoints.

There's only 3 entries into a beta island so it's relatively easy to camp them all.

What could maybe work is to create a moving entry point. Create a function that goes from time -> coordinate. Draw a line all along the edge of the beta islands, a line that doesn't get within 50m of any blocked terrain. The starting point is at 0:00:00 the end is at 2:30:00 or so. Use server-time to determine at which point on the line the current time is and deposit the player at a random spot in 50m of that point.

The line should consist of only a few long straight pieces for easier calculations. It would probably be a *** to create such a function but once made it wouldn't be much more taxing then a damage calculation.

Since there's no set entry-point gatecamps become a whole lot harder. Only on leaving would you still have to go to the teleporter, which of course could still be camped but at this point you could use many tactics to get them off the gate ( lure them away, wait for another force to engage, go to another teleporter etc. )

19

(9 replies, posted in Guides and Resources)

Alexander wrote:

Wow. There I was giving the fittings to a kain.
I need to sleep more. Editing it.

I'd do one more edit and add at least 1 more weapon, if not 2.

20

(5 replies, posted in Open discussion)

Goomba!

21

(5 replies, posted in Open discussion)

Just because it's awesome

Checking the market it seems that with the exclusion of level 1 and 2 decoders prices go up by a factor of about 3 when going up a decoder level.

There seems to be nothing that would suggest that a scaling conversion rate would be needed.

I think a simple rate of 5 lvl x decoders = 1 lvl (x+1) decoder would work.

You'd need near 2 million lvl 1 decoders for a single lvl 10 decoder. But I think the mechanism isn't there to allow players to farm lower lvl decoders to take care of their higher lvl decoder needs but instead to give the market a way to deal with an excess of low lvl decoders. Traders buy low lvl decoders at low prices and with the bulk they purchase they massively turn it into higher lvl decoders which they can sell at a profit.

Medium Long Range missiles reach 6,66 DPS without any skills. Small Missiles reach 5,38 DPS.
Medium Missiles have an explosion size of 10. Small missiles one of 4. Assault bots have a surface size of 4.

Small missiles deal 5,38 DPS against assault bots. Medium Long Range missiles deal 2,66 DPS against assault bots.

Add in extensions and the difference will become a bit less due to the Seismics skill but other then that for every extension that boosts medium missiles there's an equivalent that boosts small missiles.

Medium Short Range missiles deal 10 DPS, becoming 4 DPS against assaults.

As such an assault bolt will do about 130% to 200% of the DPS of a mech when fighting assault bots.

What's so bad about the avatars?

They're overall comical, smooth and clean looking. What more do you want?

I mean this is a strategical robot rpg, you really shouldn't have been expecting to be able to recreate your favourite porn-star so you can fap while you shoot. Or mr. beefcake so you can seduce previously mentioned porn-stars who without a doubt look the same IRL as their avatars do and are doubtlessly cute as well since they're too shy to come on vent.

Better robot and world graphics I can agree on, atleast when the other issues are fixed. But what exactly are you expecting from the avatars?

What about making the infinite buy orders a bit more dynamic?

Every hour take the total numbers of kernels sold of each type at each outpost/terminal.

Kernel price = base price * ( 1 - ( # of kernels of this type sold at this place / # of kernels of this type sold on this island ) )

As a result the terminal nearest to the best spot will likely have the worst NPC prices while the out of the way terminals will have the best prices.

Thus it will create a better hauler environment where haulers can do stuff besides taxi between the major alpha terminals, NPC farmers will spread out and move around to get the best prices and kernel prices will, on average, be reduced by 1/4 or so ( 4 outposts per island. )

Not sure if it will fix the issue in it's entirety but I think it will be an improvement and fitting with the game.