126

(12 replies, posted in Feature discussion and requests)

Protip:  That problem *would* be hard (NP Hard actually)  IF the island wasn't static.  But it is static.  You can pre-map these areas without the use of a walkable tile search algorithm.

Instead use an unwalkable tile search algorithm and identify unpassable zones.

Basically, find all tiles that are not walkable (easy if walkable is easy) then iterate all adjacent tiles of unwalkable tiles that are also unwalkable. Construct a graph containing tile coordinates for nodes and adjacent tiles as adjacent nodes in the graph. Essentially you'll have a graph containing only unwalkable tiles.  Once graph is constructed, identify circular loops in graph (pretty easy DFS algorithm with a "isVisited" flag).  Once circular loop is found mark out a big f'king rectangle containing the coordinate set of all the coordinates in the discovered loop. This will implicitly filter all tiles INSIDE the unpassable zone.  That's your blacklist.

Modify your artifact generation algorithm to never spawn artifacts in aforementioned rectangles.

127

(25 replies, posted in Balancing)

ITT known issue is known,  no *** given,   mostly because application has no concept of bot locale on login. I officially volunteer to fix this for you guys.

Meanwhile Crusader

Weak detection skills are only part of the issue. I can't scout what isn't there. No wonder people are butthurt paranoid about spies. It's the only way to find out anything about the enemy forces.

-K

128

(25 replies, posted in Balancing)

DEV Zoom wrote:

Something to keep in mind: any penalty/effect that we would put on after logging in on the terrain would be also applied when you teleport between zones and when you deploy from a terminal, because we can't make a difference there, you enter the zone the same way in all cases.

You enter the zone the same way but where you enter can be used to apply specific penalties and bonuses. You're telling me the server doesn't know where a player enters?  And it can't possibly know or learn where a player exits or what the conditions around the player are when he/she exits?

129

(25 replies, posted in Balancing)

Crusader wrote:

Now imagine if All the stations didn't have locks on them.  Your alliance headquarters would have a scout inside the terminal completely safe.  When someone left the channel they just login the ghank bot in the station.  Undock and kill you, OR if they couldn't they kill you they would simply just sit there till you forced them to dock up.  Then they would have to sit under a station flagged for 5 minutes and you know how terrible that is smile

I don't really mind people camping me, killing me, etc as long as there's counter play. We *could* trap them after they PvP flag and undock multiple mechs. We're all right there and then you end up with base fights.  That's more annoying than it is unbalanced.

My issue with this is that it's not a game mechanic. Its exploiting a fail safe that only exists because of the real world.

130

(25 replies, posted in Balancing)

The 2nd to last paragraph contained possible solutions...

131

(25 replies, posted in Balancing)

Logging off on the battle field is really designed as a fail safe for a connection failure right?

This seems to be 'abused' and the ways it's being abused creates advantages to whoever abuses it first. The only real balance to the abuse is to abuse it yourself and hope you get lucky.

1. Logging off effectively simulates docking anywhere in the game. The only downside is you can't do anything else with this account while docked right? Well having a separate account pretty much nullifies the penalty of this. I think I only know 1 person in the entire game with only 1 account.  It's quite clear this is happening in Alesbale - by everybody on all sides.

2. Quick escape from a gank when you can 'arrange' 2 minutes of safety. Also clearly happening on Alesbale. I can't count the number of times I've had to scout a logged off termis back to station.. and subsequently face checked a logged off fleet next to the terminal.  But seriously, I can't imagine how frustrating it would be if I ganked a mining fleet and 3 of them 'got away' by logging off while I was busy killing the others.  No, they all should die equal terrible deaths and the field container of epriton should be lost.

3. Logging off detector bots in strategic locations significantly lowers the risk that detector bot is taking by being a detector in a hostile environment. I can camp the same location with a detector + assault  (2 bots)  in order to eliminate that detector whenever it logs in, but I have to camp that spot - logged in and paying attention - the entire time. Sometimes hours. I have tried this and quite frankly I can't just sit there and hope the person isn't asleep for 8 hours. Not to mention my detector + assault are likely dead because the alarm is raised by the enemy detector to the logged off fleet next to it.  It's a bigger advantage to whoever camps the strategic spots first.

I'm all for cloaking techniques and laying traps. I'm actually *very* in favor of traps and close escapes. Though I wish the mechanic wasn't exploiting a game fail safe.   It doesn't seem like good game design.  Signal maskers are a pretty immature manifestation of what should exist.  We really need something like a high powered nexus mask. It allows counter play but can still accomplish the same result.

As for what to do when a connection fails. Drastically increase the penalty for logging back in to allow counter play for anyone in the vicinity when a log-in occurs. Not enough to forfeit the bot of whoever's connection failed, but enough so that I don't blink and suddenly Mesmers.. Mesmers everywhere!  Maybe something like add syndicate protection for 10 minutes on the bot logging in but allow movement and restrict weapon usage until syndicate protection wears off.  And prevent logging off when there is a PvP flagged bot within 5000 meters or something, or at least employ a much longer 'bot on the field' time. 

Inb4 "QQ Kayin that's the game!  eat it!  Terrible post!  How dare you!!"   etc..   blah blah.   Shut up. Strategy shouldn't involve exploiting fail safe mechanics and you know it.   Create proper game mechanics to employ proper strategies.

132

(50 replies, posted in Bugs)

This is relevant

http://forums.perpetuum-online.com/topi … g-service/

133

(2 replies, posted in Services and Discussion)

Sick of those trees lagging out your system every time you undock?  Want to cut those down but don't have the time?

Kayin's Lawn Mowing Service will cut that lawn for you so you don't have to worry about it for the small fee of 50k NIC per tree.

134

(2 replies, posted in Bugs)

Anyone else notice autopath does circles around trees, pants, and sometimes for the hell of it?

135

(50 replies, posted in Bugs)

They don't look good....

136

(13 replies, posted in Feature discussion and requests)

Let's be realistic.  We all would love to see Peanut's Gropho breakdance as we die.

137

(50 replies, posted in Bugs)

The trees really are stupid. They serve absolutely no positive value, even aesthetically they're unappealing. The only impact they have is a negative lag-inducing one. 

With that being said - Kayin's Lawn Mowing service is open for business.  I will come clear out any tree field for a low cost of 150k Epriton.  You can even call me a spy afterwards.

Banished -  really good city builder. Properly done imo and indy developed. Props to that guy.
Wolfenstein 3D - because hell yea
Total War games - hard mode is awesome
State of Decay - A zombie game done right.
Democracy 3 - Just look at it on Steam
Elite Dangerous - If perp becomes boring you will find me flying around the galaxy.
Shadow of Mordor - When I put 10 prototypes in the oven and I don't feel like ratting. Great game btw. Little too easy though.

ITT, games we've played in the last 2 months.

139

(18 replies, posted in Bugs)

Ah ha!  I got an error this time:

http://imgur.com/ELXrJYU

It sits there at the connecting to dataserver screen but actually popped an error "Server not responding".   Happened to me twice tonight. At least has not denied access all night.  Still not idea for what I'm doing in game...

I'm on TS the entire time, my network connection is fine to the rest of the internet.  Possible server hosting weirdness?  Could also be load issues.

-K

140

(13 replies, posted in Feature discussion and requests)

We can do it in WoW and it'd certainly make mining more interesting.

I will not rest until my Termis can do a headspin.

http://www.oocities.org/m_vegeta_86/3dheadspin.gif   
There, just take that gif, load it in on key press.  bam.  Dancing robots.    You're welcome Nia. You now have soul.

141

(392 replies, posted in Bugs)

I think the only thing that's going to help is if we have a network dump to send as it happens.   Anyone else here know how to use wireshark? 

Lily stopped having the problem after she cleared all her caches on her OS.  She also noticed things got better if she logged out just as the game started to lag then waited a few minutes before logging back in.

Sadly we've both stopped encountering the issue so I can't do any further analysis.  I'll jump through TeamViewer if anyone needs help looking at things though if you want.

-K

It only increases risk in a sense that you're in a PvP zone longer,  but if you're going to gamma the risk is there regardless.   

In other words, Gamma's risk should be defined by what's ON Gamma, not by what's involved in getting to Gamma. If it's risk was defined by the travel to the island instead of the island itself then someone having a spark to a gamma base would have reduced base risk automatically compared someone who drove out there, even if they were on the same team. That is by definition is an imbalance that diminishes the value of Gamma intrinsically.

/ramble

Getting to Gamma is a long walk. A long walk that I have to pay attention to.  Having direct teleports that take you from Alpha to Gamma would be nice. Not a requirement but certainly a nice to have.

Begin hate spam now:

144

(4 replies, posted in Bugs)

Happened to me once last week,  happened to Lily the entire last half of last week.

I never farmed epi on gamma.  I never wanted to farm epi on gamma.  It's too damn impractical. I'm not driving a termis 3 islands over for any mineral.   I'm just too damn lazy and honestly it's stupid to attempt to go that far without scouts - which everyone was doing anyway and somehow getting away with it.  So much so that I was silently disappoint in CIR/PHM for not doing a better job. You need to put Peanut on salary or something.

Funny story,  I'm sitting in coms with a certain corp for 2 hours while they plan a mass gamma epi party. 2 hours trying to figure out a safe route to get to gamma.  Half hour into it, I say *** this, spark to ICS Beta and drive my "I don't give a ***" termis out to the epi field on Dom.  By the time they get to gamma I'm already running a sequer back.

Game not ruined.

/thread

146

(392 replies, posted in Bugs)

I've experienced this before and Lily has an open ticket about it.  Her internet connection is fine as I'm TeamViewing into her machine to do the analysis and write the f'king ticket details.

The client freezes at Connecting to Dataserver" before logging in.  Come back about 6 hours later and it's fine. 

Seems to be an indicator of load issues....

147

(10 replies, posted in Q & A)

Various NSE individuals have lost termises to this.

We've found it's safer to rep only at opportune times when we know we have aggro on the tank and only when the tank needs it or just inbetween fights.   Able to farm up to 4th tier bots just fine and even solo beacons.    It's a tad slower, but effective.

148

(21 replies, posted in Feature discussion and requests)

I actually laughed out loud when I read this thread.

149

(32 replies, posted in General discussion)

You're crazy. You hate me.

150

(32 replies, posted in General discussion)

Thus speaketh the pillar of the community.