Oh I was trying for something more simple than that XD
Just a Gamma island that players can build the Highway network, etc. 

However I do also like your idea (more).  I know there exists some dev-client that can generate the in-game content, doing all the tedious tasks like painting tile attributes, and placing models etc.
I think, given the way things are going, bringing GM's or player-volunteers to pick up some slack and generate content (outside of in-game player actions) I think is becoming increasingly necessary...

The question is if the Dev's are willing to open that up to someone or anyone. lot's of trust involved, unless there can be some process to evaluate changes made before they go live.  Like you say, using the test server.

That's a win-win for everyone.

This has been proposed a number of times but hope to re-frame the implementation strategy to make it more appealing to quickly integrate into the game.  The biggest drawback from what I could read is dev-time sculpting a new island or dealing with hardpoints, like assignments etc..
This proposal avoids that, and using existing Gamma island maps, only with repainting Red no-build-zones, or local rule changes to prevent some, most, or all Gamma building constructions.

Proposal is as follows:
Wouldn't it be nice if there was a central passage between all of the islands, a place that provides faster routes, with risk of pvp or Red NPC's.  A place where fledgling corps or pirates can set up a staging area and gank passersby?
Introduce a central Gamma island with restricted building, or more red zones to form safe passages through the island. 
If possible, either: restrict any turret construction.  Or just restrict to standard main terminals.

It is essential to provide a stepping stone for Gamma like this.  Many come and go from this game with the promise of base-building and terraforming and literally never see it.  Give them a dedicated sandbox to play in with lower risk and easier access, all the while providing critical player-mobility infrastructure to the game-world making it feel(and be) more connected so that players may find eachother and interact (you know.. like in an MMO)

In summary,
+Faster travel cross faction
+Easier access to Gamma content
+More PVP
+More access to high-end PVE (Level 3 taps, red npcs)
+Gamma island with more churn; less stagnant land holding.

Questions for Devs:
Is it possible to create a rule set, by island, or reclassified island type, to allow building and terraforming but prevent only some types of building? Specifically turrets, or anything else.
How much time would you budget for recycling and connecting an old gamma into the current world map?
Is there time to get it in before the Steam Sale ~June 22? big_smile

Great idea right? Yeah, awesome.
Cool! So simple plan: release Perpetuum Eplison Frontier on June 22nd, population surges, crowd goes wild, so much income, game so popular, everyone loves the Devs, very win, much internet.:D

53

(8 replies, posted in Bugs)

It was a gift from Jasdemi.
ICE, T4 mods, the works were on sale for 1nic.

Put it all to good use and share with new players!  Or fill the market with reasonable sale prices.

There is a potential issue with shields that should be looked at, but it is near impossible to tell the performance of the shield in actual combat versus just by the AP/HP ratio.
(Which some are convinced there is a bug where this ratio is not accurate on some configurations).

To help field test this, I would like to see if shield damage on accumulator could be reported on logs. 

Pretty please? smile

55

(17 replies, posted in Q & A)

Zoom responded to my bug reports on the wiki! big_smile
Still I would like word on where they see the game going... ideally not into a trash can.

56

(9 replies, posted in Balancing)

Khendras you are right, light-ewar requires epi commodities (no nora though).

As Line says, getting epi should be easy and basically safe wink

However, given the state of the game and market, and to address this issue of alpha indy players still being too scared to join a corp or go on beta, I will sell epi and nora on the general market. =O

Setting up buy orders of your own too might give you a source of these materials, and will give incentives and add value to these materials back on the market.


But to address the original topic: T1-2 and light/assaults (combat only) being all alpha materials is perfectly reasonable.  I wish there were additional materials, with increasing levels of risk associated with acquiring them.  Right now its just beta w/ Epriton.. that's the only material and only pvp risk type involved.
The "other" game has a range of materials that increase in abundance as you go into riskier areas; we have, really, only one.

57

(17 replies, posted in Q & A)

bump?

58

(88 replies, posted in General discussion)

DEV Zoom wrote:

Try now.


Huzzah! Fixed!
Thank you zoom! big_smile

59

(88 replies, posted in General discussion)

I now can't seem to do any edits now:

You do not have permission to edit this page, for the following reason:

The action you have requested is limited to users in the group: Editor.

My profile seems to indicate I am an Editor. 
Any ideas on a fix here?

With realistic expectations of person-hours to invest on new features, these are mostly oriented, or intended to be extensions of existing functionality.  However, it is speculation on my part that the functionality we see could be flexible to extend to these features based on the design of these systems.  Therefore some might look easy, but could be difficult to implement due to how the existing feature is implemented.  Feedback on this is welcome!

1.  New sparks
2.  Dailies http://forums.perpetuum-online.com/topi … al-events/
3.  More assignments in existing categories, but more variety of templates.
4.  Syndicate supply drops.  http://blog.perpetuum-online.com/posts/ … 5-roadmap/
5.  Robot Paint (all the 1000's of threads on that)
...
More?
Post below, please link to previous discussions or separate threads to discuss details of each.
I'll do my best to update/append/ or sort list by priority.

* also I realize there have been so few posts, a previous similar thread I posted last year is still on the same page here on this forum XD  http://forums.perpetuum-online.com/topi … s-in-2017/
If this thread is combined, or deleted in favor of the previous, that is fine by me.  I should have bumped the previous.

Discuss!

61

(17 replies, posted in Q & A)

Would be nice to hear.

62

(88 replies, posted in General discussion)

Hi all/anyone,
I was taking some free time to check out and add some content to the wiki.
I have a question about File uploads and how Thumbnails get processed:

http://wiki.perpetuum-online.com/index.php/Light_robots

I added a section on Syndicate robots, pulled images from the blogs, and uploaded.
However, they do not seem to be creating the thumbnails properly, nor do I see a user-facing way to create/override thumbnails.

As I do plan on added more content, with more images (as this is a way to make the content and wiki more compelling as a document to use and advertise our vibrant and illustrious community with), I wanted to be sure that:
A) I'm doing this right
B) There is a way to fix this such that future contributions will display thumbnails without error.

Thanks and salutations,
-null

63

(7 replies, posted in General discussion)

For markets, always view Remote Markets.  Obscure local terminals are likely not stocked with anything outside of NPC orders.

To this issue many corps have internal markets, most of which are always stocked for hard-to-get essentials, like T4's and bots mk1/mk2.
Finding these on the general market however is more difficult, which is why people end up joining corps when general population is low.

64

(7 replies, posted in General discussion)

If you look, you can find people.  But it is at an all-time low currently.
So I'd say learn to be self-sufficient or find a corp.

65

(1 replies, posted in General discussion)

Full tunings fits are possible, but depends on the weapon system.  Missile and Firearms have the lowest base accum cost, so the stacking penalties don't accumulate over a recharge rate (depending on fit and bot type of course).
The 3rd patch introduced this, but kept the dmg modifiers the same.  then the last patch balanced these (a bit) and added a huge boost to dmg modifiers.  So full dps fits are very viable (even if they drain the bot).  So you could go with a nuke-alpha strike bot w/ energy injection or energy logi.  Could be a brutal squad setup if there were enough online to test it out. 

For indy, same concept, you want to use T1 smalls with near full T4 recharger fits to run full tuning fits. 
See: http://forums.perpetuum-online.com/topi … g-balance/  for my critique.

PVE aggro groups were patched a long time ago (circa random assignments/field terminal update).  I think most agree it was silly you could just cherry pick bot aggro out of the same spawn group.  PVE was too easy.
Good news now is you can land so much dps you can wipe any ewar out in a spawn, and kill the spawn itself in a few volleys.

Soloing most static spawns is trivial with the right fits.

66

(4 replies, posted in Agents seeking corporations)

Ethos is "active" relatively speaking to general game activity at the moment.

http://www.perpetuum-online.com/~gargaj/

67

(2 replies, posted in Balancing)

Bump. 
This is an easy fix:
Cut costs of small modules in half.

It makes no sense medium t4+ weapon costs the same as a small t4+.

Sorry that I still give a ***, but here we go:

Everyone has figured out any resource gathering fit (harvester or miner) is best fit with full indy tunings in the head, and all accum mitigation possible to support this.

Given this is the current balance, small modules are being used over mediums categorically.  Mediums have no use!  Their base accum is high, and all you get is a faster cycle time (also increases accum drain/s).

So if the tuning balance is here to stay, I suggest a few considerations:

Give Mediums (and their increasing tech levels) a mining amount bonus,
OR reduce their accum cost (and maybe look at their power/cpu as the fitting limiter instead)
AND/OR balance cycle times (ex: make cycle times the same, but only add mining amount bonus w/ tech and size).

Either way, there is no upside to using mediums.  Overall yield is so high with stacked tunings, it well outweighs the cycle time reduction.

Thanks,
-null

69

(9 replies, posted in General discussion)

Well with the population as low as it is, you have free reign to curate the videos as you like with no interference XD.
You should make a larger announcement when you have a date/time so that others may see it and call their friends back to the game for the event.

I am glad this is happening, wish it happened earlier while there was still an active population to see it and greet any newcomers.

You also have my permission to use my screenshots: http://steamcommunity.com/profiles/7656 … pid=223410
If you need filler material for your posts.

70

(9 replies, posted in General discussion)

Corps.
Speaking generally, most old/pvp oriented players stay in corp and intel channels.

All public chats are optional, help, gen, etc.  Therefore this rarely indicates total online players.

71

(13 replies, posted in General discussion)

+1

Once the DLC's are on your account, you login (on the character you want to claim the physical items with, some are account wide) dock into a terminal, and look in the top right corner.  there will be a gift-box button in the terminal background.

EP claimed is, as you know, account wide, the items are only claim-able once on the character that claims them.  Sparks however can be claimed on each character separately.  (should supply the correct number of total sparks to give each character 1 of each type)

73

(73 replies, posted in Balancing)

Confirmed.  One shotting mech and heavymech npcs with gropho full tunings, (legatus w/ 4 tunings takes 3 cycles or so by comparison.) 
The even accum penalty across weapon types unfortunately favors missiles, because of slow cycle and low base accum.
I think addressing the base accum on weapons might bring this back to some balance.  But even still, if people have the ability to fit an alpha strike dps fit, they absolutely will.  Think the overall damage modifiers are just too high.

As much fun as it is for PVE; PVP will be like a western showdown Quick Draw match.
Actually, that would be funny to watch the first couple of times, but not after that becomes the governing meta (DPS heavies on gate, blapping anything that comes in).

Until fix, I'll be grinding kernals big_smile

...new logi bot is nice smile [sorry off topic]

Sorry I think we misunderstand eachother.
Heavy mechs have srf areas ~10m, and the base hit dispersion and explosion sizes were at or under this for medium weapons.
With the numbers shown on the blog, heavy mech targets will have <100% hit or explosion dmg. 
With Level 10 skills, you get -30% on these dispersions.  So best case scenario, with a medium compact missile you get 14*0.7=9.8m
So with max skills you can hit a heavy with 100% missile damage, a mech w/ 81%, etc..  (everything else, other weapons etc.  are much lower)

Actually thinking about this, I see what you are doing.  Med compacts with max skills get 100% hit against Heavymechs and everything else has some % inaccuracy to balance out the weapon tuning DPS increases.  This helps balance green dps against others, and ensure that all classes of bot, and any srf area modifications will actually affect incoming dps (since all % dispersion is at or below 100% instead of well above 100%).

This is a good balance change, long time coming.

Thanks zoom smile

Also mass on plates is good change +1

Zoom, I noticed hit dispersion/explosion size increases.  This makes sense for lighter robots survivability.  But are Heavy mech surface areas also going to change?  Or is the hit % now countering the dps increase from tunings?