These are purchased from the market, and come in various sizes to fit the different haulers.

You place the destination and price you are paying on the box, and fill it with whatever you like, and place it on the market or using a shipping menu interface.

Anyone can come to the outpost and ask to take the job, at which point they get a generic mission type cube of the appropriate size, and can take it to the destination and hand it in.

[science bit]
Each cube DOES NOT CONTAIN the items, just a bunch of complex quantum mechanics jiggery pokery, that allows the real cube to be teleported to the destination on completion of the job.
[/science bit]

What does this mean?
(1) People can place hauling assignments to get their stuff moved easily and safely by other people
(2) Multiple people can race to compete the exact same contract, only the first person to activate the device at the far end gets the reward.
(3) Cannonball Run style events across beta islands could be organised using the system and small containers.
(4) Your cargo can not be stolen by the person hauling it.
(5) Loosing the hauler does not mean the cargo is lost, so no griefing.
(6) People could use the system to 'insure' their own cargo by putting up and taking a hauling contract themselves, reducing the risks of beta hauling.

Now people might think it sucks, or that arguments 4,5,6 are too bad for a sandbox game and so don't want it or whatever, but perhaps something based off this could be added. The current system of 'large sell order here and large buy order there' is pretty inefficient market-wise, and places the risk entirely on the hauler, and there are no other mechanics in place (besides their existence) that recognise the importance of hauling in the game.

You see your name there if you are logged in when you make the fit, and also when it was made.

If you want to avoid people knowing what you use for pvp, then simply upload 5 variations that you use, and they will not know which one you are in.

Finally knowing that you sometimes fit, e.g. a Prometheus with 4 Neuts and a demob, can make other people think twice about attacking you in the first place smile

Pleasepleaseplease can we make comments on the fittings that are there. I know half the kiddies that play this game will just troll but it would be nice if we could add recommendations / comments about the situations that people would use the fit in etc etc.

Thanks smile

PS: If you need any coding / dev work let me know, I am a full time Java / Android coder (yeah a mobile fitting app that could publish to your site would be pretty cool, huh).


EDIT: PPS, I tried to change some private fittings to public but it wouldn't let me, or at least I could change it but it didn't save them.

I have been talking to corp members that have played longer than me and am starting to note down what fits they use for different situations, although many of them are private simply because I didn't ask and can still share them on the corp boards via a url.

I will ask if I can make them all public.

Thanks for bumping this thread, would never have found the site otherwise smile

31

(44 replies, posted in Balancing)

Atticus wrote:

So ...Previously Recycling extension at 10, in a lvl 4 facility = over 100% material efficiency? Bullshit.

I have Recycle 8 and use a lvl 4 facility, with no relationship bonus and I get 46%. Even at Recycle 10 I would have 52%. Factor in a possible 4.0 standing with the relevant corporation and at best I would be in the 70% area ... How do you get it over 100% Anni?

Please show me the math, seriously.

And +1 to Beta incentives that don't kill Alpha living.  If losing 8 or 9% of your recycling ability is a game breaker for a producer/manufacturer, you're either in the wrong profession or wrong game.


I think he was talking of 100% efficiency relative to the cost to manufacture the item rather than the 'book value' which can also be modified by production extensions.

Say the item's book value is 100 Epri (what you see on the info tab).

Add in production skills and you can reduce it's cost to 80 Epri.

Now recycle it at say 90% of book value and you get 90 Epri back.

Spend 80 of those making a new one, keep 10 as profit. [All numbers made up and argument might be lies, just an explanation]

I assume that was what Annihilator was referring to.

If this exploit was the case then clearly the bonuses provided by the beta facility are too extreme. Now if the amount of bonus the beta gives relative to the alpha was ok, then shift the whole scale, but nerfing a single Extension seems a bit of a blunt way to remove an exploit or rebalance recycling, and to then not refund the points seems doubly harsh.

32

(9 replies, posted in General discussion)

It is like a 10mb patch, takes about 15 secs to download?

Perhaps it is hosted in the UK or something as I have always had excellent speeds (installing/setting up on a brand new pc takes about 5 mins, 10 if you include the linux stuff).

Yep they seem to have fixed it at least.

Now you can't login while in standby-mode you just get a message (That Alexander posted above) instead of the broken character select screen you used to get.

Ah well, time to make another ticket for another container while I wait I guess ...

This lets me log in and see my characters, but when you select one nothing happens. I have had a couple of perp-crash popups, but I think they were from the instances that were running when someone broke/turned off the server.

Either way letting you log in but not enter the world seems to be a bit of an issue, perhaps when the server is in standby mode you should disable logging in, or put a note on the screen to explain what is happening.

I saw some people were using their free addsense words to plug perp, seemed like a pretty good choice of keywords smile

Indeed.

I would like to see some kind of terrain (swamps with heavy gas, forests, fault lines with EM radiation etc) that reduce the visiblity (and possibly detection) of the units inside. With a well fitted scanner being able to see most of the island, and gate watchers (->proximity sensors) monitoring the entrances it is possibly a little too easy to see almost the entire island.

Perhaps some patches where movement could be allowed undetected, or areas to run into that then give you a couple of options to run out of would add some more spatial and tactical depth to the game.

So person A just wanders around with a cargo of landmines placing them. Sounds like fun.


Person B is roaming / looking for something to do and then just randomly expodes with no warning. Awesome game. Upon returning to pick up the corpse his hauler then explodes too. Seems like someone put down a minefield and it is gg for that gear.

Is this really what you want?

Just look at how stupid / terrible land mines are in the real world before thinking about adding them to a game. They are used to cheaply and effectively deny territory, can you not imagine what your island would be like once all your enemies (even alpha ones) have turned up and covered it in mines? all those nice Epi fields get a fresh coating of mines, you would not be able to move on beta without a detector and some kind of sweeping ability, let alone harvest your own 'protected' resources.

39

(37 replies, posted in General discussion)

Ville wrote:

Personally I don't care about PBS or features that involve it.  Personally I don't want more sand in my sandbox.  I want better features with the sand I am already playing with to make my experience worth playing.  Micro Managing a wall may be oww and ah for a few weeks but just like with me it will get annoying and boring rather quickly.


Ville wrote:

I am not disagreeing that the concept itself is a step in the right direction and pretty cool, I think it's just Cheesy to announce walls first.

So you make long ranty negative posts about stuff you don't like, in an attack on the devs basically saying "Why did you even bother doing all this what I want is XYZ" and then claim you are not disagreeing? It is a step in the right direction?

And how it can be Cheesy to announce walls first? "Yeah I agree, everyone announces the walls first, game devs have been doing it for years it is just a total copy and paste of all the other games that announce the walls first. So cheesy!"?

I get the impression most of your posts are just trolls and rants, but at least they are generally not as schizophrenic as these ones.

Personally I think the new features are very interesting. The chance to terraform your islands and control the access and mobility of other players will be interesting, the need to leave people afk at the gates is removed and the whole dynamic of the beta islands will be changed with the increased detection and teleportation options.

I played in the Beta, but decided it was not really for me.

Then I got an email with a free trial offer if I came back and tried it out, joined a corp and got hooked smile

Just when 'other world famous MMORPGs' are dumbing everything down to idiot levels, a game with some complexity behind it was totally refreshing.

Joph wrote:

As this is a sandbox I feel that everything should be player built and not Dev seeded to the market place.  Building stuff is fun smile  Maybe you can quickly move from Dev seeded to player built.

I can totaly see things ending up there, but thinking of things from a Dev point of view it makes a lot more sense to start with them seeded. That way if they need to change the way they work or rebalance them they can simply stop seeding the old ones and start seeding new ones.

If players have gone out and farmed kernels etc and are producing them, then patching becomes a much bigger problem as well as the negative side effects of removing toys that people have gone out of their way to learn to make and then possibly not replacing them with something they like (or anything at all).

Once things are stable and working I can imagine them adding specific kernels or ways to learn to produce them. Look at the number of iterations Intrusion has gone through for example...

Annihilator wrote:

i wonder how you will define range.

in the current world, range can only defined by "teleport hops", which is with the current map layout max 6 hops
eg, tellesis +1  <+1> attallica +1  <+1> NV +1  <+1> norhoop +1
for any place on tellesis to an inner tele on norhoop.

A whopping 4 posts above:

Can you explain the 'range' of long range mobile teleporters?

Dev Zoom wrote:

Range means range in the world, ie. on the world map. Though you may think that islands are just placed there semi-randomly for the GUI's sake, the distances between islands are actual distances. We will provide some tools for this so you know what you can reach from where you're standing.

43

(23 replies, posted in General discussion)

Patch Notes:
http://www.perpetuum-online.com/Changelog:2011-12-23

44

(6 replies, posted in General discussion)

Derp wrote:

[17:57:38] <Mojo Derpus> but if you have a therm of 3 consecutive multiplications by the same factor the last factor will have the least influence
[17:58:17] <Mojo Derpus> 1 * 0.5 * 0.5 * 0.5 while it is true that each will half the result
[17:58:31] <Mojo Derpus> the last will only substract 1/4 and the first 1/2

I love this, statements that may perhaps be factually correct but are completely meaningless. I particularly love that the 'last' factor gets 'better' (i.e. substracts more[sic]) the 'worse' the other factors get.

If you didn't spend any points in whatever the second factor was, you get 1 * 1 * 0.5, now the last factor is actually 'substracting' twice as much! Amazing. I think we might have found the solution to Hungarian simultaneous equations..

45

(79 replies, posted in General discussion)

The general standard of posts here is pretty low, and people are often trying to have a go at someone or something rather than being helpful / constructive / genuine.

There have been many many posts that simply can't go anywhere or have no real meaning and they have been closed.

Take for example your first comment :"our clients ... have no way to air their grievances over wrongs real or perceived." what did you actually mean by that? It is patently false, you can post here (as you yourself just did), you can PM a dev, you can write a support ticket etc etc etc.

When people get upset they often write gibberish, and I am happy that the discussions that evolve out of gibberish get closed, as it saves me the trouble of reading them.

The devs have a huge amount of interaction with the player base, posting here, taking in general, responding to comments on their blog posts etc. You have no idea how lucky you are compared to many other larger games where your posts are simply ignored, or some minimum wage Customer Relations employee who has no real idea what is going on simply posts a generic "your concerns will be raised at the next blablabla meeting" and goes nowhere.

Take the docking times posts from the other day, the actual devs that will be involved in finding the bug are responding to the posts and getting involved in the discussion. That is awesome. Now compare the feed back there to the pages and pages of "lets just troll the devs about some decision that they can't discuss in public" and are you surprised they get locked.

46

(8 replies, posted in General discussion)

I play quite a few different games, and spend a lot of time on different forums, however the Perp forums have always seemed a bit bleak to me. Perhaps it is the nature of the genre that attracts people that feel the need to troll or epeenify themselves or whatever, but with all the recent spamming in general and trolling here I thought I would make a post just to say everything is fine smile

I played a lot in beta, but came back a month or two ago when the free trial was out. I joined TOG and have been having fun farming kernels, upgrading my gear and taking part in some pvp. I started out as green but changed to yellow and managed to unspend all my missile points in time, and will soon be able to pilot my Baph Mk2 that I have just bought.

I get on well with the people I play with, I enjoy the world and the game design and the depth of the EP system. Are there things I would change? Sure, but do they make me rage or go emo or rage quit? Nope.

In fact the biggest issue with the game (the attitude of many of its players) seems to be on the cusp of resolving itself so I am looking forward to the new community and opportunities that lie ahead.

I do understand that the sub numbers are not where they used to be, but I am not worried about it if the devs are not, and from what little information I have access to they don't seem to be.

So all in all I am happy with the game, the people I play with and will continue to sub while I continue to find time to enjoy the game.

47

(2 replies, posted in Bugs)

GM NEXUORIS - 2011-12-06 12:59:23
Yes we are aware of this issue, it will be fixed.
The ticket status has been changed to: Resolved

Was on the support ticket for assignment II.

48

(2 replies, posted in Bugs)

The first issue I had was Xerxes I requires a geoscanner and artefact charges, but it is not mentioned anywhere in the assignment. so after you have done the first 'go to A' part you get a surprise 'artefact scan here' part. Not sure about everyone else but I don't tend to rock about with a geoscanner, and didn't even have the required extensions to use Artefact ammo, so trying that quest was a bit of a waste of time.

After abandoning it I picked up Xerxes II, a simpler kill and recover quest. All going fine parts A to G, I found the bots, killed enough of them, looted an excess of quest items, returned to the interface and inserted a quest item. The next part (G) simply asks you to use the interface, however the waypoint is in the ground near the interface for F. The interface for F asks you to submit another container for the brief fraction of a second it is visible, before it closes agian (probably realising you have already done that part) and so there is no way to complete part G. I assumed they had simply put the waypoint in the wrong place but after exploring the area I found only one other terminal and it did nothing when I clicked it.

Anyway thanks for adding two new assignments, just make them completable and I'd be happy smile

(NOTE: Tickets were submitted at the time, just posting this to heads up everyone else)