- not done well enough
- paintguns are boring... need real weaponary...
- kickstarter goal way too small to do anything like this on a usefull scale.
- and the kickstarter will fail horribly... with only a few days left.
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Perpetuum Forums → Posts by Zortarg
Posts found: 101 to 125 of 756
101 2014-11-17 13:59:36
Re: MegaBots (2 replies, posted in Open discussion)
102 2014-11-17 13:51:55
Re: Hungary to english 99% scan (27 replies, posted in Feature discussion and requests)
well you could make it easy and give a info in the scan window: +/- xyz mins
but who wants easy...
103 2014-11-15 23:53:28
Re: Poll: Should the latest patch be rolled back and reworked on? (63 replies, posted in General discussion)
its not bad. makes it more intresting for me atm. might need a few small tweaks but aside from that...
NO
p.s.: cry more
104 2014-11-12 20:10:35
Re: Patchnotes Preview (38 replies, posted in Testing server)
my biggest problem is the 20% repair nerf for blue bots. not that they have been trealy tanky since erp was nerved. trasticly brings down the tank of blue bots. so what about the tanks of the other races?
as i see it the seth is once again the big benefactor.
105 2014-11-03 18:52:46
Re: Huge kernel disbalance (13 replies, posted in Balancing)
well: https://www.youtube.com/watch?v=t2aQiun69M4
simple math. too lazy to look for the topic before it happend.
its not that there are not enough high tech. there are just way too many racial ones compared to high tech and common. simple ratio between what bots drop and whats required to finish the tree. and you always will have a few mil racial over. even if you kill in the for you best possible ways.
106 2014-10-24 12:47:01
Re: Intrusion changes (11 replies, posted in Testing server)
will uncontested saps still drop the container after the hour?
107 2014-09-23 17:01:49
Topic: Server time is off (0 replies, posted in Bugs)
Servertime is a few mins off from world time.
this is quite a bit anoying. pls fix.
and no its not my system time thats off...
108 2014-09-22 11:08:39
Re: FOOM Scan1App - Artifact Scanning Tool (74 replies, posted in Guides and Resources)
109 2014-09-19 13:06:23
Re: Map / worldmap / colony management (5 replies, posted in Feature discussion and requests)
worth a +1
loading all the worldmap each time when you open the map causes a lot lag.
110 2014-09-19 13:04:44
Re: market description wrong (7 replies, posted in Testing server)
look at market information of a repair node. then build one and look at info again. sais something quite different.
the question is which one is right. if any.
maybe the stats in the info should not be a string. instead they should show the actual stats from the database. that would prevent that you have to change the description manualy after each change.
111 2014-09-19 12:59:18
Topic: energy batteries (1 replies, posted in Testing server)
batteries have significantly changed.
now they have few outgoing connection which no longer mankes them viable for energy distribution.
so instead of distributing energy they now are a energy storage. in gerneral thats ok. but there should be a few changes.
since you still loose 30% of your power you dont realy want the batteries to put between your reactor and your backbone. what you want is to form a triangle so the energy transfer will flow through to backbone for the normal usage and the rest should be filling the battery.
but you dont want to use the batteries power when everything is nunning normal. you only want to use it when there is a hig drain on the system. for example when a lot repair nodes drain power.
this could be done when by a energy treshhold that would prevent energy transmission when its under that level.
so i could say my connection from the batetry to the backbone that it should only work when the treshhold of the backbone is below 75% for example. that way the energy will flow from the reactor and the battery would only be used when needed.
30% energy loss is ok for a storage, but then pls only when needed. and not all the time. and it should work without that i have so switch connections.
112 2014-09-16 13:48:34
Re: Red npc's on Alpha aka 'rats' (4 replies, posted in Feature discussion and requests)
But I can agree with you! PVE 2.0 is on the way we just need to wait 1 year.
somebody is optimistic here.
113 2014-09-16 12:31:10
Re: New devblog: September status report - Gamma islands return (28 replies, posted in News and information)
can you show us the "old" 3 islands that also make it into the game at first?
114 2014-09-16 12:06:38
Re: Mining Ops (13 replies, posted in Q & A)
i always had a fast extractor module on one of my miners. for me it was better to sacrifice one industrial tuning on one bot insted of having a miner bot less and let him just boost.
on the other hand you then need good enough miners so they run cap stable even with a fast extractor and without industrial and recharger nexus.
i dont have the exact math at hand. but if i remember correctly you need more then 7 miners to have a benefit to skip one miner for a supporter.
if you have 2 accounts, and think one miner + one suporter is good, then you are wrong. 2 miners will be way more efficient. prure supports are onny in big corp operations.
115 2014-06-25 08:45:16
Re: Gamma highways (85 replies, posted in Testing server)
i dont like the idea with the placing tiles either.
but there could be a thing in between if the auras dont work out for you.
im thinking about it in a bit more geometrical way. if you have two highway nodes then then you have a connection between them (line) then you can create a area around that line (rectangle) all tiles in that area will get that highway function.
the thing you have to do is to have a function that determins what tiles are in effect. that way you can skip the aura effects. you then just need to make checks or changes at important times. like when you change connections, node goes on or offline or gets destroyed.
something like this:
http://i.imgur.com/wAauW4p.png
just a small idea.
116 2014-05-28 15:24:35
Re: Detector/EW changes (133 replies, posted in Balancing)
how about this:
instead of a general sensor strength bonus you could add a extention to increase the eccms only. pll have extentions for +ecm strength. so a extention for +eccm strength seams more valid from my point of view. especially it will not change the effects on bots that dont have counter ewar fitted.
point is ewar can be good, but there should be options against it (besides countering it with more ewar). like effective eccms with skills that get that to a usefull level (what ever that means in numbers).
a unprotected bot can easy fall victim to ewar. a protected bot, not so much.
maybe reactor sealings should be looked at as well.
117 2014-05-18 18:06:26
Re: Alpha and beta rebalance (20 replies, posted in Balancing)
if you limit the resources on the alpha islands then you will get a lot more problems.
simple as it is. you can not force ppl to go to a pvp island. this is not a pure pvp game. even if a lot of us think of it as such.
there are plenty of ppl that dont want to go to beta and gamma, and you need content for these ppl as well.
what will a alpha player do when he no longer can find any ores he wants to mine. he will not move to beta if he does not want to go there. he will leave the game. because the game has not to offer what he wants.
epriton is already beta only and its the essential reason for beta.
colixum is gamma only and it might be a valid reason in the future when the devs bring in more meaning for it.
where is the problem in unlimited resources? the limiting factor should be your game time. i dont know if you can play 24/7 but i cant. and i have other things to do besides mining.
if some ppl decide to mine on alpha for the next 5 years then let them do so.
ppl that want the better stuff will move to the pvp areas on their own. the only trick is to give them stuff there that makes it attractive for them to go there. not by taking away their stuff on the few alpha islands.
if you have made your math then you know that epriton is a large essential part of t4 production in gather time as well as in nic value. and you only get up to assault and t2 items with the alpha ores.
also nora is quite pointless to plant on alpha because it will be stolen before you can harvest it.
your major point is taking content away from caerbears. and i have to so that is a very bad idea.
if you think ppl can get too much ore in too less time then this might be another ballancing issue.
-1
118 2014-05-17 13:36:33
Re: Cortex's, Decoders, Kernels and Tokens - All items in Tellesis (3 replies, posted in Selling Items)
lol cheap tokens
119 2014-05-16 13:01:43
Re: Gamma revamp testing (641 replies, posted in Testing server)
Ok, new idea:
Instead of the various terraforming range limitation rules (terminal-teleport range, within terminal range, no peninsulas, whatever), we could just simply paint the terraformable areas for each island manually. Which would basically mean the inner parts of an island. This method would also make it pretty straightforward to display it on the map, similar to the slope map. (And is also more precise than distance calculations.)
i like that idea very much. of cource always depending how it will be done.
We could regenerate any of the islands if you think some of the terrain features are not suitable for gamma mechanics. Like if you want more of the very traversable northern type islands, or islands split into smaller islands and connected with internal teleports.
Now is the time for that, and only you can tell this, since you have the experience with it.
i think having more different island types might be a good idea. atm they are all single land mass maybe a few with seperate sub islands, rivers and other things that might make the landskape more intresting and bring different tactical options might be worth considering. surely nothing every island needs to have.
for everything else i think we need to look at the original islands again. can you upload a few screenshots of the islands (with slopes shown) for a better overview? now that we no longer can look at them ingame.
120 2014-05-16 11:14:56
Re: Infographics (18 replies, posted in Feature discussion and requests)
totaly agree here. this gives a false impression in quite some cases.
people that were at least online once in the last 30 days is way better indicator about the corp size. nothing is perfect, but i guess thats way better then just member count.
or just make a second graph with the "active" corp members and leave this. might be intresting to compare the two.
121 2014-05-14 22:10:44
Re: Documents (13 replies, posted in Bugs)
yea we need a option to remove ourselves from the projects that were shared with us.
but zoom: gamma got wiped. the old plans have basicly all higher slopes. so they will not work with the new terraforming anyway. whats the point in keeping them? gamma was wiped. with it all the plans there.
122 2014-05-14 19:27:20
Re: IT podcast - Player round table - Subject: Gamma 2.0 - POSTPONED (17 replies, posted in General discussion)
would like to attend.
let us know when you plan for it.
123 2014-05-09 09:10:09
Re: Feature Request: Filter Storage (4 replies, posted in Feature discussion and requests)
hell yea
124 2014-05-07 13:14:35
Re: Excelent patch today (17 replies, posted in General discussion)
guess i have to remove one of my favorite pasages of my guide:
"For some reasons the earth programming of a autopilot does not work very well with Nian technologies so the autopilot is not always reliable."
125 2014-05-07 07:51:14
Re: Zortarg's Guide to Perpetuum (67 replies, posted in Guides and Resources)
Awesome guide, but I suggest doing a spell check run through.
The most common are:
Extention(s) -> Extension(s)
Collored -> Colored
Untill -> Until
Recomend -> Recommend
Standart -> StandardBut there are a lot of other minor issues. The content and layout is very good however!
yea im aware of the spelling "probelms" obviously not my strong side. i might go to it when i find some more time.
Posts found: 101 to 125 of 756
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