1

(15 replies, posted in General discussion)

Good point regarding the missions.  I suppose I am taking a "long view" and am still overly optimistic. wink

2

(15 replies, posted in General discussion)

Thank you for the reply, Zoom, and thank you all for your responses and ideas.

If it's a Global amount, then in theory it would be possible to have multiple, scattered, fragmented fields that are deemed "not worth mining until they reset".  But then if one single person mines one single tile from the "worthless" field, it resets the timer and they don't despawn.  Ouch, still, I guess.  wink

It's not a bother so much for me, but I am seeing if my wife gets interested in the game, and it would be too bad if she has to waste stacks of Directional Scan stuff looking for something worth mining in a depressed economy.  Since I can always buy the charges for her, it's not a biggie, but I'd imagine that it could be frustrating for totally new players-- who, of course, we'd hope would be attracted to the game.

3

(15 replies, posted in General discussion)

Back and puttering around after a long hiatus.  Question regarding ore fields.  Is it still the case, as when I left, that a Directional Geoscan will show the nearest field of that stuff-- even if it has already been mined down to 0.5% of one lime green block hidden in a bush behind a rock?  (In the back, in the dark...)

If so-- ouch-- then how long before a field regenerates or, more precisely, before that one useless block evaporates and the field is re-established, possibly in another spot entirely on the island?

Surely the scan-ruining spot will not remain indefinitely?

Thanks in advance for any info.

Syndic wrote:

Why are you suddenly trying to turn Gamma into Alpha Mk2? roll

That was not the intent.  If you listen to the Dev-Player conference, something like this is likely to generate MORE combat rather than less.  Right now, people just bring in a big force when nobody's on and blow up inert targets, which sounds a lot more like PvE than PvP, to me.

I blew up billions of POSes in EVE, too-- boring as all heck.

If you know when your base is vulnerable, you know when to have folks on.

Granted, it is inconvenient for the attacker, but if you have a better idea, please post it and if I think that it's good, I'll +1 it.  smile

Just saying "this would be Alpha Mk2, rolleyes" is not partiicularly helpful. smile  How can we make Gamma anything but a squat for megacorps and a "no-PvP due to TZ difference zone", sounded to me to be the point of the Dev-Player Rep talks.  The other point was that Gamma is hardly worth having for anything but colixum, at the moment.

As I said, if I missed their point, someone please enlighten me.  Preferably politely. tongue

As I've also posted that, while I wish to play in Beta/Gamma, Alpha play is vital to the game's health and prosperity as a whole, this is an obvious

+1

from me.

I listened to the Dev/Power Bloc recording.

The topic of reinforcement timers was brought up a couple of times-- I thought those were already implemented.

Regarding giving defenders a bit more chance, the old problem of time zone attacking and alarm clock defense was brought up again.

I will pose a very simple solution. It may be too simple or too restrictive, but it's an idea.

Decide on a reasonable window of time, out of a 24h day, that a corp/alliance must have people available to defend.  6h?  8h?

For argument, let's pick 8h, though I think 6h may be more sensible for players that have real world commitments.

OK, 8h.  When a Gamma Base is built, the builder picks an 8h block of time and locks it in.  For the other 16h, the base's "inherent natural defenses" make the base itself invulnerable to harm-- period, end of story.  Note that this does not cover any other structures-- just the base itself.

During the 8h preset time block (and defender would likely pick their own best TZ), the base itself is in "recharge mode", or whatever technobabble you like, and can be attacked.  Therefore, you need live bodies on to defend it, in addition to whatever static defenses you have.

Will this prevent a vastly superior force, or better-planned attack, from putting the base into reinforcement?  No.  But it will mean that the base builder, the group that has invested the resources, will know when it is vulnerabel to atttack.

It  will still be a very bad move to build on Gamma if you cannot bring enough people to the party.  But, at least, you pick when the party gets thrown.

If the block of time was 6h, that makes it tighter.

Of course, this means that attackers from different time zones would have to marshal forces at inconvenient times.

I suggest this based upon a number of points that I heard from the discussion.  If I missed the point, sorry.

7

(26 replies, posted in Bugs)

I think around 97%, but I'll check.

Regardless, I think that if there is "inaccuracy", it's one thing to be high or low on an actual amount there.  It's another to read "nothing there" as something there".

In the old system, you got a few blocks that lasted longer or shorter than expected.  If a few percent means that you can totally waste your time, would have been good to know in advance that one should push one's accuracy up past 100%.

97% accurate sounds pretty decent unless you are doing research that requires decimal places. wink

BTW, if it sounds like a "complaint", then sorry for the miscommunicatrion-- I thought that it might be a bug.

8

(26 replies, posted in Bugs)

Is it intended that mined-out fields still show on directional?

I found an "X" on D-scan for a mined-out Silgium field: scores of black or greenish-black stubs.  Tried mining some just to be sure.  All "no minerals".  Area scan showed 0.09% for the field-- in the old system, this percent might have allowed a few minable blocks.  However...

If there were 2 or 3 tiny stubs amongs the hundreds, there was no way to distinguish them-- also my idea of "spend some time having fun in an online game" does not include sifting through dozens and dozens of mined out blocks for the one that may still have 5% left-- especially if maybe the original mining group missed it under a plant or something.

I understand the original intent, but I am hoping that this is a bug and that, at the moment, the D-scan and area percents are too sensitive.

It is counterproductive and non-engaging to spend a long time first on D-Scan, then in sifting through almost-exhausted tiles.  To put it simply: I used to like occasional mining, singly or in a group.  If the system is functioning as intended, I would be tempted never to mine except in big, previously-found fields, and leave it to some other poor unfortunates to find the leavings around the fringes-- if they even exist.  If that is the intent, then it is successful, but I worry about its impact on the game.

Is the intent that we just keep looking fiurther and further away and end up fragmenting all the fields, until we take the region below the magical minimum to re-stock the fields?

Or is the system bugged?

9

(10 replies, posted in General discussion)

It's not that you cannot go there; you just won't be able to dock up at outposts that are 100% owned by corporations that are not allies.  Also, a fair number of folks on Beta islands would shoot at you-- some might warn you away first, but you should not count on it.  wink

Easiest way to experience Beta and Gamma life is to join a corporation that lives out there.  Many have public channels and/or post in the corporation advertising forum; you could check there to see if you and a corp are a good fit.

The fact that you are new would not stop many corps from recruiting you.

In cases where taxation is being applied, could the Transactions please show the original incoming NIC amount (from missions, trading, etc.) and then how much is routed as a debit to the corporation?

Currently, it appears only to show the net amount.

Another powerful "end game" possibility in these worlds is based upon creation, not only destruction.  Players will engage in the world and feel that they have ownership of it, if everyone, not just a few chest-bashers, can achieve or produce something in the virtual setting.

For some, it may not be needful to be the biggest fish in a small and very narrowly-focussed pond.  Leader boards and medals are well and good, but the immersiveness and variety of experiences in the world itself are what will engender loyal customers.

And then, if you get bored, you can always go blow stuff up.

Regarding "what is stopping some from bashing their chests", I'd maintain that people can do that in a population of 2.  wink  However, quite simply, the game needs a higher population to allow leader boards to have even the shred of "meaning" that some give them.

To get the higher population, the PvE experience should be interesting, diverse and engaging (not a lot of needless running around, clever, balanced, and properly storied missions, a sense of accomplishment for achieving or producing, perhaps some sort of Nian-Terran warfare).  With a rich PvE background, players will then provide all the drama that they wish in the beta and gamma islands.

Graphics card and drivers are fine.  No overheating.  I just started up Perp with a new client, on  anew computer: 64-bit Windows 7 Nvidia 680, 16 gigs of RAM, 1 gig of dedicated VRAM, on a fibre optic ISP.

No SSD.

Perp runs smoothly with everything cranked up to max (and I'd rather hope that it would, on this system).

The black bars happen less often-- but they still happen.

I'll try the /hidegui command-- never even knew it existed; folks have been telling me all sorts of command console stuff was necessary to hide the gui.

Industrial Sector wrote:

Mobile Camp Vehicle - unarmed, slow, no cargo space. When deployed (should take a long time), others can dock in and get stuff from a terminal that bot linked with.

I'm guessing that you mean this to be one-way, terminal to mining site only?  Might help for charges, etc., but not much re not needing cans for mining.

If you mean the mobile base could somehow transport/teleport the ore back to a terminal, I think that would be a major "sea change" in the whole transport methodology.

Not saying that it is inconceivable, but the effects would be very far-reaching.

TS3 Overlay, indeed?  I didn't know that.  Any specifics?  Ideas how to fix?

Thanks for the head's-up, anyway.  The problem is still there, but it's sporadic, and happens even if overlay is not active.  So, unless merely having overlay installed is a problem (shared .dll?  Something synergistic?), I don't see how it would cause th eproblem even if it's not running.

Regarding EVE, since the PLEX are on a market that can be influenced by player trading, it is interesting to note that as of the latest Fanfest, the thin edge of the wedge crept in regarding the "player directed environment".  CCP admitted in the Economics report that they might have to watchdog and potentially implement controls on PLEX trading, since they had characters with trillions of isk in the game.  The inference is that characters with truly titanic amounts of game currency could play price-fixing games with isk, which translates to having control over the conversion factor between Real Life money and game currency.

That amount of control, they rightly do not wish to leave to players.

While there may be some minor advantages to isk, the worry that the value of isk may not exactly match the overall inflation rate in the game is apparently causing them concern.

If the disparity became large, it would massively influence the  movement of other in-game goods that could be purchased by isk as well.

I would imagine that there might be some players in Perpetuum that could amass (or have already amassed) a vast amount of NIC compared to any that an influx of new players would have.  If the relative amount of PerpLEX (Perpetuum Licensed EXploitation, of course) was not a lot, then such a player or consortium could start the fixing process before the population had a chance to grow.

Not that anyone would do that, of course.  wink

Certainly, for the reasons quoted in the Dev posts, I'd entirely agree that introducing a PerpLEX system to a small player base (possibly one with a very unequal distribution of wealth) could cause many problems.

Should the Devs feel that the game can stand it, when the population is much larger and the market is robust, they could always revisit the idea.

Arga wrote:

As a side note, Scarab MK II, requires Industrial robot 10, not glider skill. Meaning that non-mining accounts that people bumped up to Indy 8 to haul with, won't have access to the MK II for 54 days (if they even choose to spend the additional 78k EP on getting from 8 to 10).

But yeah, the frieghter would probably have it's own extension, but the first version would probably only need lvl 4, a light freighter with 10kU, saving room for heavies at 8 with 100KU.

Scarab MkII presumably still requires at least Glider 5...

As for freighters, it would be nice if there was a gradient, as you suggest-- or perhaps even three freighters.

There was a big gap between Sequer and Lithus/Scarab.

Sundial wrote:

Without a bigger population people will lean towards self sufficiency.

A couple predictions that I think will hold true regardless of population:

1. Resources will be exported out of gamma/beta to alpha for production
2. Some but not all CT's/decoders will be imported to gamma, combined, and then exported back to alpha for production.

Alpha is still completely safe and as long as it is I don't see any reason to do production on gamma islands where logistics are a big headache. People probably won't mine much alpha minerals on gamma/beta, so if they do decide to do production there most likely they will import materials they buy from alpha.

I don't really see alpha getting cut out of the loop at all from a trading standpoint more than it has been already because of the non existent population.


But will that be "trade" or just corp mining/production ops by Beta/Gamma folks?

I know that Alpha is going to get some PvE loving-- soon (tm)-- and I personally will be living on Beta/Gamma.

However, I still believe that a viable Alpha experience will be one of the keys to Perpetuum's longevity and growth.  If nothing else, Alpha can be a good place to learn the ropes before making the jump elsewhere.  Ideally, it may even keep a certain permanent population-- and not just one of alts.

So: with the realignment of resurce availability, with the absolute necessity for Beta/Gama resources for so many more products, and with the implication that Alpha resources may become available on Beta-- will it become pointless to try and do industry on Alpha?

Or will there be "Alpha niche products" that will actually be of use to the Beta/Gamma folks?  Will there be trade?

Note that Beta/Gamma corps will have things that Alphans want, but if there is nothing that Alpha can trade back, then...

Well, I just got hooked up to my new ISP-- fibre optic and much greater bandwidth and download/upload.  Of course that won't affect packet loss in transit through hubs between here and Hungary.

Anyway, no change-- the top and bottom bars still occcasionally go black, and the top one sometimes fills with garbage symbols.

I should have a new top-end computer and NVidia 690 card in a week or so.  I'll see if that makes any difference and update again.

20

(11 replies, posted in Bugs)

Zortarg Calltar wrote:

i had the same problem once with a can close to 2000u of ore. same problem. i was very close to max range. and i just saw the same problem as described above that you dont see the changes in the can even if it seams that you have it open. i will do the same and will keep myself within 90m of the can to prevent anything like that again.

btw cans are not that expensive that you have to get max use of them.. big_smile

Nod, Zortarg, it's not a matter of expense.  I only run one account, so to clear a can I must go and get my hauler.  I prefer to mine as much as I can in a 95m radius of the can before hauling.

I'll cut the distance down and see if that helps, as well as re-opening the can now and then.

Arga wrote:

http://www.msnbc.msn.com/id/47267637/ns … e-science/

It turns out that sheer abundance of food is less important than what scientists sometimes call "patchiness" — the spatial distribution of a food source. Marine animals, from birds to dolphins, are able to home in on dense patches of food, making a more efficient use of precious energy for mealtime.

<<SNIP>>

What I would suggest, is that every 3 days or so, the server runs a check, and deletes any tiles with less than the equivalent of 5 cycles worth of material.

This has 2 effects. First it will reduce fragmentation, and secondly in general, an indication of materials in a scan should provide a reasonable return of effort when you drive out there.

<<SNIP>>

I think that the above is a very good idea, and I can't see that it would be that hard to implement, as long as it was at intervals (for example your "every 3 days") and didn't have to be a dynamic deletion.

Perhaps this should be a separate feature suggestion, since it diverges from your OP about the imbalance inthe weighting of new materials-- which I think is also a valid point.  Regarding that, I doubt that it was a case of not wanitng to make a 3rd material-- it likely just got missed in the original work-up.  wink  It's a complicated set of relationships when they do a re-vamp like this.

22

(11 replies, posted in Bugs)

No.  I provided time and position info and was asked to wait while the Devs looked into it.  It was all very professional and polite and they got back to me with a satisfactory result.

The main commonality that I see from the responses was that 95+m seems to result in possible problems, so my personal fix, I guess, is to make sure that I am mining within 90m or less.  I will also close and open the can now and then.  It will be a little bit annoying to have to remember to "massage the container", as I have never had the problem with the can timing out/vanishing while it was open, before these last few days, but I can live with it.  Presumably, if it is reproducible enough, it will get put on an iteration list.

Somewhat related to the duration of field containers: it is not possible to trade from mech to mech out of cargo, and there is no mech in this game into which one can deposit ore or items such as plasma and fragments directly.  One always has to go via a can placed on the field.  Alternatively, one can have a Designated Vacuum Guy if operating in a spawn-popping fleet.

Might we put in for a "mining/spawn popping fleet mech"?  I know it may be seen as somewhat derivative from other games, but since there are mechs that are especially suited to logistics and support for combat, perhaps one with some Nexus bonuses and accessible cargo for ops would be of use?

Guess I should break this into 2 possible features/additions:

(1) Trading from cargo to cargo.  Somehow this feels as though there might be something sinister about it-- but I cannot think of a drawback off the top of my head.

(2) A Mech with bonuses to Nexus mods, or perhaps two different ones, into which you could also deposit ore, or plasma/drops, etc.  Or, perhaps, two different ones.  Yes, I know that you can do repping and sensor linking from industrials, etc., but this is more of a logistics request, rather than a support bot request.

These might become prime targets if a raiding force can catch you at work, but that's not necessarily a bad thing if you like PvP.  wink

Of course, the original game manifesto/press suggested that there might be customizable mechs coming up somewhere down the line, with switchable head/chassis/leg sections, and so further options may already be planned for the future.  Maybe this idea is better suited to one of those giant walker-type mechs...

24

(11 replies, posted in Bugs)

Hi.  I reported this once before (recently) in a ticket.  The Devs responded quickly, politely and professionally, as always.

It just happened again so I'll ask if anyone else is getting this: I had an open field container while mining, about 97m away.  I was depositing stuff into it.  Then it just vanished.  The 1st time was on an Alpha Island; the second on a Beta.

(What I usually do is plant a can in the middle of the field, start mining at about 95-97m and work my way towards it, to get the most use out of it.  Once I get to it, I can continue into the other half of the field until I hit about 95m again.)

Now the can symbol had a full orange ring on it, because it was open.  It vanished while I was looking at an info pane, so I didn't actually see it go, but when I went to put some more ore in it, it was gone.

I suppose it might have been some sort of lag issue, or a zone disconnect (I have had those not become evident until back in a terminal, when I try to deploy again), or perhaps an error in the distance reading on the overview.

This is only the 2nd time that it has happened, and I don't much care about the contents of the container (ony worth a mill or so), so I won't bother ticketing it again.

However, if it is becoming reproducible, I am a bit worried about the future.

One other person told me that they had once had a can disappear too, but that's just two people.

Anyone else ever had one vanish while it was open?

For now, I am just going to make sure that, if I have to mine into a can again, I am within 80 or so metres of it.  If it still vanishes that close, then I think there is a problem.

May 3rd and 4th seemed to be quite bad for lag, rubber-banding and disconnects.  The various chats had people mentioning instants of this all over, did not seem confined to any particular island.

Certainly for me (Ontario, Canada), the connections and lag issues were the worst that I have had in Perpetuum over the last 2 days.