726

(10 replies, posted in Q & A)

DEV Zoom wrote:

No new artifact types for now.

Loot won't change, the only difference between beta and gamma will be that gamma artifacts will drop Scarab Mk2 CTs.

Spawning rules will be the same as for minerals (anywhere except under buildings).

thx for the info

727

(26 replies, posted in Balancing)

well i think the main problem is not that you run 2 or 3 trials with miners.

the only trial i always used was a compiler bot for the walls quite some time ago...

i personaly think the main problem would be solved if you restrict players that you can log in with 2 trial accounts from one computer.

i see no problem with gate scouts, i see no problem with a sequer as trial. i see no problem with spies.

the only problem i see is haven 4-10 miner trials expoiting resources.
things like these always start to become a problem when somebody throws reason out of the window or his advantage and a lot ppl just follow because they see their disadvantage if they dont do this as well.

trials are not ment for mass use. thats my opinion. do some smaller tasks with them is fine. most ppl pay two or more accounts so why not use one or two trials for minor (not miner) tasks.

so restrict that or just write it in the eula that this is not ok. and if ppl still go with it then hell lets ban them. why not.

but the more easy way wouls simply be to check how many accounts are running on one pc and check on login that there are not more then 2 trials active...

my 5 cents.

728

(40 replies, posted in Feature discussion and requests)

Annihilator wrote:

add AoE to higher tier medium miner and you can sweep through fragmented mining fields like a dustbuster.

accually i think this is a pretty good idea. small mining modules got buffed pretty well. giving med miner a aoe mining will indeed be a nice feature and would make the miners life a bit simpler... (switching ore spots all the time sucks heaviely)

729

(10 replies, posted in Q & A)

how will the artefacting be build into gamma islands?

will there be new artefact types?
will there be the old artefact types with better loot? (alpha<beta<gamma)
will there be the same artefacts and the same loot as beta islands? (beta=gamma)

will this be build in from the start or will that come later?

730

(40 replies, posted in Feature discussion and requests)

Arga wrote:

I agree. We should just take all the changes the devs give us, without providing any feedback.

In fact, following Zorg's logic, we could probably just close the forums altogether.

who is the troll now...

feedback is good, no questions ask. but talking about obious things that will have no real reason to talk about is another thing...
but keep going if it keeps you entertained... i dont mind.

731

(40 replies, posted in Feature discussion and requests)

Crepitus wrote:
Zortarg Calltar wrote:

thats the way it is.. cry more...

sry i could not control myself...

how about we bring a patch that no resource ganthering is possible till then? sounds like a good idea...


As a blue pilot, I support Arga ;P

i am a blue pilot myself,

but these changes are comming anyway. and we started mining a lot of stermonit because our green island will no longer have that. of cource the thing with the new plants will still be a issue. but another thing may be to farm npcs and keep all the loot and recycle it after the patch... so you can still work a bit ahead.

but even if its not possible... its comming and its no big deal... you will know what you have to get first.

732

(9 replies, posted in Feature discussion and requests)

i think spark teleportation will be he better option

733

(40 replies, posted in Feature discussion and requests)

thats the way it is.. cry more...

sry i could not control myself...

how about we bring a patch that no resource ganthering is possible till then? sounds like a good idea...

734

(28 replies, posted in Q & A)

Lemon wrote:

So a T1 Trail Termis is 20% of a Riv mk 2 output i tested 9 clients and only hit 70% of my PC's resources.

Judging by this thread this is a acceptable means to mine and thus i can only conclude that it is time to begin the Operation "Epi-Less"

So the Devs know here is what i am about to establish for eHarm.

I will be setting up a installation on my desktop with 10 installations of PO optimized for purely running these accounts and no Admin rights to my PC. I will giving my trusted corp mates access to this PC to remotely access to allow them to run there own 10 trail accounts in the event i am away and not running mine.

10 is a estimated number as i have not tested yet the max i can achieve on my system.

so much for moderation...

and then ppl wonder when a bann or new reules and restrictions have to come along.

lemon .. grow up...

735

(24 replies, posted in Feature discussion and requests)

well this discussion (or similar to this one) have been here a couple of times. we all agree that we would like to have a bunch of more bots.

but this is a lot of work. not only the concept to ballance it all but also building all the new models ans textures.

as much i would like to have this i have to agree that this is not top priority atm.

gamma/industry -> pve/alpha -> whatever -> maybe bots then ...

736

(7 replies, posted in Bugs)

the main issue may be here the time beween the server and the clients. just try to sticky one of your bots to the other nad start walking. keep an eye on both monitors and you can see the time difference when the second will react to the first. with 120kph this difference will make quite a few meters. so you see the bot at 150m but in reality he is further away ^^

737

(28 replies, posted in Q & A)

i have no problem if ppl use trial accounts for minor tasks. if it is not overdone like 10 sequer afk mining.

but having a hauler alt or afk mining from time to time is not a big issue. besides if ppl stay one of these trilas may become a real industry char one day... so its a gain.

and if even a dev seen no problem atm then i see no further need for a discussion.

do things in moderation and all is fine...

738

(13 replies, posted in General discussion)

very nice work... keep it up!

there is one reason why totaly free pvp without save zones does not work:

because its a computer game, and ppl tend to abuse anything they can get a hold on especially when it gives them an advantage, or just for just small minded ppl that think they are great when they killed someone who had not the slightest chance from the very beginning. epen ftw.

the problem is that with the limitation of a computer game the ppl who do this dont have to fear real consequences. in real life there will be the police and the court so few of the "criminals" will get away with this. in a computer game the players will find and have the option to overcome the save mecanics (see steve) where you just sacrifice some lov tec *** to blow up cargo ships with expensive loot. this works in a computer game. but would this be a real world then they will wake up in thier new clone in handcuffs... or will never be able to set foot in hisec space ever again.
but we are in a computer game. that restrictions are not there. so ppl will always find this and abuse it.

so it is the best to keep it seperated. if ppl dont want any pvp then let them be. leave them their save zones so they can be happy. you want pvp. leave these save zones...

if you want the freedom to do everything you want. im fine with that. but then you have to bring a system that your actions have lasting consquences. and i havent seen any such a system yet. besides if it would be possible then it will be either very hard to build or so hard for you griefers that you will cry even more once you have comited your first crime...

no more has to be said...

740

(109 replies, posted in News and information)

a reduction in mining yield and the same reduction in refining requirement for the commodities would work the same way as reducing the volume (not the yield[numbers]) of the ore.

the goal is simple that you have to haul 10% of the ore as it is now. then it might be reasonanble to transport ore form gamma to alpha or from alpha to gamma.

my first thought was a new hauler with 10x the capacity of the scarab, but honestly for transporting equip or bots thats fine. i have to agree with lucius here. need a better way to transport ore and commodites. if this is with a new bot, lighter or reduced ore, or with some compression feature is not importent. important is that you will not need a train of 20 scarabs just to feed your weekly need of a single corporation.

741

(18 replies, posted in Feature discussion and requests)

Lobo wrote:

Give us 3 more islands Beta3s in the middle of the gammas, One Terminal NPC owned I bet they would become alliance trade hubs.    Or pirate coves yarr

no thank you... gank somewere else or take the long road as everybody else.


and back to topic:
i dont think this will be a good idea. the reasons have already been named...

742

(109 replies, posted in News and information)

Tamas Vitez wrote:

If production on beta already has soo many advantages, why is everybody still producing on alpha ?

because they can get shot at there...

and the ppl that cry about that beta/gamma will be better as their alpha base where they are perfecly save and can do whatever they want to do all day long without interuption.

yes i am a beta/gamma player and i like it.

there is a simple calculation from me:

alpha: perfect save you can do whatever as long as you want. 24/7 if you like to.
beta/gamma: not perfecly save, and even if you have no losses you will have to defend and will be forced to stop your industry stuff.

thats enough reason why beta/gamma has to be better in there terms as alpha. or there is no to little reason to go to gamma for this.

if you cry about that then sry.. you cant have everything.
pick savety or pick efficiency. but you cant have both.

743

(89 replies, posted in General discussion)

ghosttr wrote:

- Sort out the UI, have a 'default' place where things should be. Makes it easier for noobs to get into the game:)

i think this is an important part.

its not a good idea to have all the important windows hidden from the start.
build a default ui and show that from the beginning. ppl can always change that if they like to.

744

(109 replies, posted in News and information)

Shaedys wrote:

I would very much like some way of knowing the relative amount of lots to OMGitssomuch, my suggestion for this would be to use the size of the square, as it is currently not being used, where you could make a maxed out field where the glaring red tiles are so big they link up. Right now the size of the tile increases with how much is in it, but you could use this and the height to express that difference in how red it is.

my point here is that you will need the same amount of ore for the same ammount of item/bot as it was before.

if i take the skills of all our industrial chars as it is atm in our corp. the we need a X amount of resources. will we need for the same stuff after the changes roughly the same amount or will it be X+20% ... (for example)

so basicly will we have the same work to get what we need or will the overall effort be bigger then before???

745

(109 replies, posted in News and information)

first of all: i like these changes. the room for improvements for vets may be a bit small but i will not damn a system before i have not tested it. so in general good work here. more after we had some time on the testserver.


Q:
your graph in the blog shows factory, repair and recycle which all will close towards 100%.
how will this be with refining wich was not mentioned. atm we have efficiencys above 100%. for example 137%.
how will this work with the new system? will this be softcapped as well? will the refining yield go down? or how do you plan to ballance this with the new system?

746

(67 replies, posted in Guides and Resources)

BankOfEngland wrote:

Can i suggest that you mail me a copy so i could proof read / spell check it for you?

i alread have offers from a corpmate for that.
but i might come back to your offer once im done with adding content. 6 eyes surely see more then 4 eyes...

but that may still be weeks or months ahead. depends how much time i will invest (and yes i still have work and im still playing the game.. so no 24/7 working on that guide).

747

(0 replies, posted in Open discussion)

http://www.kickstarter.com/projects/161 … un-returns

see for yourself...

748

(67 replies, posted in Guides and Resources)

well because i have the verison in the name i have not much choice to change that. maybe ill remove that with the next version.

749

(67 replies, posted in Guides and Resources)

Gremrod wrote:

Very nice indeed. Good job Zortarg!

PS: Can I link to your PDF from my blog?

Link would say: Zortarg's Guide to Perpetuum

sure you can. look at the last page under copyrights... "feel free to share"

750

(67 replies, posted in Guides and Resources)

Update history:

V1.4 (2014-03-20)

General and changes:
- changed General Information to fit the EP changes with the new payment model
- changed Caracter Creation to fit the new player experience
- some smaller stuff in various pages to keep up with the last patches

New pages:
- Remedy recruiting add



V1.3 (2013-08-09)

General and changes:
- some smaller changes as usual

New pages:
- split Tier and Tech levels in two pages for more info
- Reserch and other Industry pages adjusted to research patch
- Decoder and CT merging



V1.2 (2013-06-29)

General and changes:
- some icon updates (yes the scarab made it finaly in. besides some others)
- major spelling correction (dont expect too much. there most lyikely are lots of in there)
- some changes to the arrow diagrams for less confusion
- some corrections about stuff and changes the game had in the meantime (teleport deployment distances for example)

New pages:
- UI Displays
Additional page for UI information

-Artifact Guide
Artifact Scanning
Artifact types and rewards