376

(8 replies, posted in Resolved bugs and features)

What's the "ERROR" number it displays?

The mail is currently being temporarily deferred by your provider, so please wait until it passes the test hmm

378

(26 replies, posted in General discussion)

As said, it's like this for a reason. We'll see if we can change it in the future.

379

(14 replies, posted in Resolved bugs and features)

Raavi Arda wrote:

When opening the map you can actually see the JPEG being loaded as progressive and it's bad... very bad.

Btw, no wink

380

(14 replies, posted in Resolved bugs and features)

I just woke up, okay?! smile

381

(14 replies, posted in Resolved bugs and features)

Okay, I can confirm this fixed - there's still a tiny bit of jitter (the reason for this is that it waits for at least the last rendering thread to finish), but it's considerably better now.

382

(14 replies, posted in Resolved bugs and features)

The jitter / hangup during the closing of any map is due to a sloppy solution from my part. I will fix it when I get around it.

383

(26 replies, posted in General discussion)

Depp wrote:
Surge wrote:

But you'd be wrong. It isn't PO. If anything, it would just be P.

http://forums.perpetuum-online.com/

Looks like the put the wrong name in the url too. Might want to complain to management. Make sure they know that it's just "Perpetuum".

http://www.perpetuum.hu (yes it's a redirect for boring and complicated reasons)

384

(44 replies, posted in General discussion)

I guess at least one DEV should post an answer to avoid looking all smug and indifferent, plus this is a great opportunity to be sappy and heartwrenching, so I'll take the honors to respond.

The reaction during the downtime / restricted period was absolutely overwhelming, from newcomers and returning players alike. We were honestly afraid that we'd be burned at stake for such a problem especially when we have this huge surge of players incoming, and the encouragement from the playerbase was really inspiring, especially when people started making room for each other to play, exclaiming they'd sit out for a few days so that others who never tried the game can get in. This sort of camaraderie certainly pushed us harder to find and fix the bug.

I guess the bottom line is that as for all indie developers, Perpetuum has been and is a labour of love for us, which is why we treasure each and every player who trusts us with their time. It only makes sense to work so hard on an issue like this.

385

(17 replies, posted in General discussion)

One word: rollback.

386

(8 replies, posted in Feature discussion and requests)

I think that would be a very very bad idea smile

387

(52 replies, posted in General discussion)

The trick on keeping a Wikipedia article (speaking as someone who is at about 7000 edits now) is to put as many journalistic references in it, news coverage, big numbers, reviews, stuff like that. Ironically, the final article will end up being less a description of what it is and more what people say about it.

SERVER IS BACK UP and our fix SEEMS to be working.

Come on guys, stress it!

PATCH ATTEMPT AT 2AM CEST (in about an hour)

May the Syndicate be with us.

Tulip Wednesday wrote:

I have not complained about EP losses/gains, nor have I complained about being credited for time lost, (for the small fee, its not an issue for me). But jarhead, I asked for 'more informative error messages', something we are all taught in 'Good Customer Service'. Advise the customer with the truth, be clear, be interested, give constructive prognostications of when failed services might return, set expectations.

1. Let's stay civil.
2. Read what I've been posting.

I can't give you estimates because noone has any. We want the fix to be out today, that's the closest it gets, but it's no promise.

Mrs Pickerel wrote:

From what I've experienced, it feels like memory leak.  But the devs don't say that.

It isn't, it's a database-related bottleneck.

Morgan Raines wrote:
Arga wrote:
Morgan Raines wrote:

Maybe they will fix it maybe they wont. Im just saying. Things doesnt allways work out, especially if your dealing with a small devteam....

I can't even compute how they could NOT fix it. I was hear near launch and we had 900 players online without a problem. This is something that slipped in over the last 6 months that wasn't noticed because our concurrent online player base was less then the current cap.

Based on what you say, it indeed seems likely. But you just never know, and as I said, I have been burned before, hence my inital reaction.

As I noted before, this is indeed what happened - longer explanation will follow.

Quick summary once again:

1. It's a server software problem. Not OS, not hardware, not network, it's 100% our fault. Trust us on this one, this is why we're working on a fix. I'm quite sure that CRM is itching to elaborate on the bug in a future devblog entry.
2. The server cap is temporary and it fluctuates depending on how dodgy the server is. It will be removed once we fix the problem. The other options are to a) lift the cap and deliver the game unplayable for everyone or b) shut the whole thing down.
3. We plan to reimburse time lost (currently clocking at 3-4 days) due to the server cap. That includes both trial and subscribed.
4. We're doing our best to update you guys about what's going on, but at the same time, going "nope, not yet" every 5 minutes is also pretty pointless. There's usually a DEV or GM both in game or on IRC to update you on the ongoings.

So far we've put out a patch every day since Saturday, each with the hopes to fix the problem, and while we got closer to the end result, we failed to identify what the problem was. (That said, these fixes will remain in the server.) We currently have a pretty good idea on what the actual problem is, and we're really just looking for confirmation before shutting the server down to patch it out. Hopefully still today.

This is as embarrassing for us as it may seem, and I'm not sure being blindsided by the flock of users is even a good excuse, but that's all the power of hindsight. All we can do now is work as hard as we can to fix the whole thing as soon as possible.

394

(16 replies, posted in General discussion)

http://twitter.com/#!/PerpetuumMancs

I deployed a new installer today, so if you could try reinstalling with that, it might fix the problem.

GLiMPSE wrote:

They have stated clearly on the dev blog that there will be no pay2win.

Perpetuum is Slay2win wink

As an additional note, we will quite likely compensate the playerbase for the time lost and pad out the subscription times with a few days extra, depending on how much time it takes to finally get the server up and running properly.

398

(1 replies, posted in General discussion)

Not anymore smile

Nine players from (as far as I understand) all around the globe having a fantastic, enlightening discussion about something you've made - what more could a game developer want?

Hats off to all of you guys.

A.k.a. achievements?