26

(11 replies, posted in Bugs)

As far as Ive seen, this only happens on beta and gamma. Explosions (bots, teleports, etc.) seem to consistently cause lag spikes at the moment. The length of the spike seems to be correlated to the number of plants (or other destructible equipment) that are in the area. Also, the first explosion on an island seems to cause the biggest lag.

Case in point, i destroyed a teleport on beta yesterday, and there were a few plants in the way too. It caused a good 30 seconds of lag, in which my client didnt react at all. Subsequent explosions caused lag too, but unresponsiveness was down to 5 seconds for the second explosion, and almost nothing for the third.

27

(20 replies, posted in Balancing)

well, if we're being logical ... explosions should be 33 thermal, 33 kinetic, 33 seismic.
As for the explosion damage being dependant on the amount of armour a bot has ... got any alternative suggestions? i quite like the explosion mechanic.

28

(9 replies, posted in Events)

thanks for organising this, it was fun! oddly enough the luck was in my favour this time! smile

well, before this derails into a discussion: we wont be posting any details about that exploit until there's either an incident involving the bug, or it gets fixed.

the devs would like to disagree with you: http://blog.perpetuum-online.com/posts/ … -the-room/

DEV Zoom wrote:

I know about one turret bug which should be fixed in the patch, the one where missile turrets decide to shoot or not by calculating LOS in a straight line, instead of the ballistic arc they can shoot in.

so the bug/exploit we reported will not get fixed in the next patch?

DEV Zoom wrote:

Oh and while we're at sharing information, the patch itself is turning out to be more extensive than planned, mainly due to the numerous fixes to missions and the mining tutorial. Which are probably the best reasons to get this out asap smile


so, are turrets going to get fixed?

Kaldenines wrote:

Imo the detection mechanic needs an overhaul.  The ping should come from the bot activating the detector and be seen by everyone else...

so that roaming gangs cant remain undetected whatever they do?

Cortexes are indeed another matter. Always interested in buying those too!

sorry for the trolling ... but, as former major ct sellers, we're a bit disillusioned at how completely the changes the devs made have tanked the mk2 ct market. this sadly means that cts do indeed not have any value at the moment.

DEV Zoom wrote:

And here are some answers:

One simple thing in my mind would be changing some of he fees for market ads from fixed rates to a better percentage rate. It's actually really hard to sell stuff for lower prices right now. Wierd, right?

We propose to set the transaction fee to be always 1000 NIC, regardless of order duration. Of course we would reimburse the connected extension in this case.

The base market tax would be reduced from 12% to 6%.

Does that mean that tax reduction will now be able to reduce taxes to 0%? Should you be planning to remove that extension ... please dont. It would equal an immediate price increase of 4% for all sellers and traders.

600k!

While we're discussing changes: do we really need molecular instability on alpha now? Travel times are long as it is, and reducing or abolishing the instability on alpha would be a good step towards making trips/deliveries less painful.

So this has happened today: http://steamcommunity.com/greenlight
Devs, make sure that youre on that site as soon as it becomes available, i'd say.

Many of the current issues in this game are related to a quickly dwindling userbase. If the trend can't be reversed soon .... well, all of you know, i think. There a few ways to go about this (multi level advertisement, indy mags, eve crossovers, grassroot campaigns ... whatever), and some arent that costly.

40

(24 replies, posted in Balancing)

As i see it, artifact hunting is completely unviable in its current form--at least as a means to gain NIC or in terms of time spent/reward. Are there plans to introduce any new items, high value items, to make hunting worthwhile again?

So, reimbursements then? Both sides have invested a lot in terraforming teleports.

This change is ambiguous. 500m is pretty darn close, but at 2k an effective defense is practically impossible, or at least quadruples the tf/defense cost. This should be reevaluated, possibly.

The attack was not affected by the bug, at all. We died. And that was it. Was a single shot fired on your base, or any of your corp mates after we died? Check the logs.

we do not know how to make this bug happen. we fully expected to die.

stop spinning guys. i wont comment any further here, but if anyone wants to have a serious talk or know exactly what happened, contact me in game.

P.S.: In an unrelated note, was it not stated previously that the total damage we did only amounted to 37m? Any reimursement beyond that would thus amount to dev endorsed duping, no?

no bugged bots destroyed any of your structures. also, we did not intend to destroy that sap after we had lost the first round. also, afaik, you did not lose a single bot that day (after destroying us), nor did shadow re-engage.

This bug is a travesty and effectively kills all pvp -- serverwide, esp as we dont know what causes it and it apparently can happen any time. After the bug was confirmed for both sides, we had some pvp fun with AIG last night. It wasnt nice, but this bug needed to get fixed asap, which the increased attention hopefully achieved. That seth i had needs to die. I tried suiciding it into npcs after unequipping/requipping, but no avail. It's ridiculous.

48

(24 replies, posted in Balancing)

it certainly seems so. I popped cans with 3-4 Cts, repeatedly

49

(18 replies, posted in Testing server)

this is .... disappointing. why are arti hunters punished for actually hunting and building up stock? all my 75/50 cts basically have been downgraded in prepatch 25/30% CTs. How is this fair?

50

(31 replies, posted in Testing server)

The only possible fix i see is to redesign the CT decay formula. Being able to produce 900 Mods/Bots from a single CT is not good for the economic and it contradicts the very idea of the CT having any importance whatsoever.

Make the CT decay linear and work out how many mods/bots should be producable per CT.