51

(5 replies, posted in Q & A)

Jibril mazit wrote:

You can only fire at 1 target because ur guns dont turn to face the enemy but ur upper boddy does  how ever u can RR/Ewar/transfer diffrent targets at the same time


But I thought EWAR etc goes in the mid-body slots and that's where the guns are at too? Surely there must be another reason, right now, you could pretty much replace the multiple guns with one gun with a 4x 5x whatever damage multiplier.... other than reducing your own damage, I see no use.

I can see how you might see that the target is about to explode and so you turn off a couple of guns, but in the heat of the battle, would you care more about an extra round of ammo, or being the last one standing? I would suspect the latter, and so players will tend to fire all guns possible except in extremely weird situations (like tagging spawns, though again it comes down to saving ammo).

It is weird, how the setup restricts you to firing at only one target at a time - seems to be no logic. Surely the bots have figured out that if you have four guns you need to place on a body, you can place them so they are free to move on a rotating wheel so they can fire in a 360 degree circle. Come now, they are sentient!

52

(5 replies, posted in Q & A)

Is it possible to have different guns fire at different targets? From my experience, it looks like you can only fire at one target at time with all your guns. Sure, you can fire at one target with 4 out of 5 guns, 1 out of 5 guns, or all five guns, but it doesn't look like I can fire at 3 different targets with 3 guns - or am I just missing some extensions? I do have the extension to be able to target 3 items.

Neoxx wrote:

I just had a strange feeling that I was driving.....

Also, why would you color the problem green, a color associated with good, and the solution red, a color associated with bad.

You got nothing better to do than pick on people at a tangent, dude/dudette?
Time and again, in every post, you come in with this holier-than-thou attitude, and > 50% of the time reply with some criticism that has nothing to do with the matter at hand.

54

(3 replies, posted in Q & A)

Would this forum not work?

It would be great to have an option to update my adverts without having to cancel and re-post the adverts each time, even if I have to pay the fees each time I update orders.

(I was asked by a DEV in game to post multiple threads as opposed to a bunch of ideas/bugs in the same thread. Sorry if it looks like spam - just doing as I am told.)

Thanks.

Hi,

It would be great to have the OWN ADVERTS tab of the market be in a separate window from SUPPLY/DEMAND. Right now, checking and updating my adverts is a painful process. Managing 15 is hard, can't begin to imagine what managing a 100 or so should be like. It is possible for players to have the extensions to manage more than a 100 adverts, so I would expect to be able to manage that large a number of adverts too.

I would like to request that you add more markers to the X and Y axes in the RATES graph for the market. Right now, there is a 0.000 at the bottom, and number at the top end of the Y axis. If you could add the numbers for the scale on the left, it would be awesome.

Also the X axis looks like it is time, but I can't say for how long.

Some indication of volume of sales would be great, but can wait if it's too hard.

The information window for ore and commodities - exampl - stermonit and titanium, show that their Volume is 0.0 U. Please fix this. In reality, for example, 1000 titanium occupies 1 U, so the volume should be 0.001 U and should be displayed as such.

http://forums.perpetuum-online.com/topi … re-frozen/ - that says the bug has been found and will be in the next patch - question then is, when is the next patch?

Thanks for the input Alexander, but it is a bug since now I have tried over 40 different kernels of different types and not learnt anything all day. If you want to help, please try learning from some kernels right now and let me know if your knowledgebase gets updated.

I cannot see which status in the Equip window will go into which slot on the Robot Status window when in station. So I would love to either:

a) be able to see which module in the equip window will occupy which slot in the Robot Status window, and/or
b) be able to move modules between slots once undocked.

This is important to me because I use keybindings, and would like to be able to assign any gun module to any slot of the appropriate type (head, torso, leg) in the Robot Status window.

Thanks.

If I unset "Automatic" for the small armor repairer, and then dock and undock, the setting is back to "Automatic" being selected. So each time I undock, I have to deselect the option by right clicking on the module.

Thanks.

Since morning, I have learnt nothing new from 30+ kernels of different types. Please look into this - I wonder if other players experience this issue too?

With level 9 in Accounting, I still get charged the same amount in transaction fees as I used to before. I am not sure about the VAT taxes for selling since those are not logged separately in the transactions log.

Please fix this.

Also, even with level 9 in both the extensions that reduce taxes and overheads, ie, Tax Reduction and Accounting, the overheads for a market order for me at at 25%!!!!


On a related note:

And this is out of whack for items, for example, selling
2x Functional common fragment, for 100 NIC each, for 1 day, has the following on display:
Set Price: 100 NIC (I set this)
Average price: 113.99 NIC (I did not choose/set this)
Quantity: 2
Offer Duration: 1 day
Value added tax: 7.00 NIC
Transaction fee : 132.00 NIC
Total: 60.00 NIC.

So in the above example from in game, my transaction fees are 70% of the total item value, which is just not right!

Please add a note to the guide/help stating how the transaction fee is calculated, or what the "base value" without any extensions is.

Thanks!