126

(7 replies, posted in Feature discussion and requests)

I call Cherry 2000 as the offical android model name.

Just change the cargo capacity of the arkhe to 240U ... (<--Troll in case its not obvious) roll

128

(25 replies, posted in General discussion)

Jelan wrote:

Always be suspicious, especially if you are heading to a hostile island, don't be a dumbass and risk it, go in through a different route voila

Being aware of shortest distance trade routes and setting up an ambush seems like good strategy. It certainly adds an additional layer of complexity to trading and like Micheal Weston says, "Patterns are bad, good spys avoid them like the plauge and exploit them in others." ... or he would say that, use the Burn notice voice in your head when you read that, it sounds cool...no really, it does   hmm

129

(25 replies, posted in General discussion)

I'm not trying to start a reality check on the mechanic. I haven't heard they are looking to change it.

I don't think it is a good idea to have a timer, if you get disconnected and can't get back in for 20 min because of a timer that is going to be frustrating. There's no way to determine if a disconnect was intentional either, so if you just put a timer on the player selected logoff, players will simply unplug the router or force quit the application.

Porting the player to the nearest base sounds like a built in transporter, since there can't be a timer, I just logoff and poof teleported to the nearest hanger or other such landmark.

The disconnect thing covers requiring people to log off/on from hangers only.

You could suggest the game be a total bastard and leave your bot where it is if you get disconnected, but really I'm not sure there is enough storage on this server to handle the threads that would start about people losing bots to this mechanic.

I would say if it had to change, the least offensive/exploitable would be moving you to the nearest hanger; although I doubt that they will change this mechanic.

130

(10 replies, posted in General discussion)

Shew ... smile

Don't let that stop you from crashing the party after its established though, keep the bouncers on guard!

Edit: I was so trolled, GJ!! ))

131

(25 replies, posted in General discussion)

You're suggesting that dev's are going to change the login/out mechanic?

Did a dev confirm its a bug and not some incredibly low rate  (.000001% chance pre kernel) or that its even researchable at that tier?

Edit: If confirmed bug, some compensation is due.

133

(10 replies, posted in General discussion)

I hope you guys are just kidding about destroying it before it even gets going, let it get established first before you attack at least.

Not saying that you can't do it at some point, I'm not even suggesting you shouldn't do it as everything should have to defend itself, but let it get started first.

The concept of players creating in game content can only be good for the game and a few successes will bolster that and encourage more of it. There's another post that just started asking when new content was going to be available...

I actually would encourage gate crashers to come out and play to! Just give it time to organize instead of showing up at the first event, later on it will be more fun for you to crash... I promise.

Games like WoW use a predictive movement algorythm to draw your location on the screen based on your speed and direction. During normal traffic levels your on screen location and your actual sever based location are synchronized with each send/recieve cycle. When delay and/or packet loss creates a gap, the predictive continues to update your movement on the screen, and slowly averaging back the difference until the delay is back to normal (the game can normalize up to 250 ms).

What seems to be happening, and it did it to me during the intrusion event, is the client continues to update your screen position, but then does a 100% correction during the next update.

To correct this, Dev need to allow that the on screen position doesn't have to exactly match the server position, unless the delta is greater than X meters; and incrementally adjust the on screen position.

Reducing delay isn't the answer, its reducing jitter. But when the volume of positioning data increases beyond a couple of 100 packets, it takes longer for the IP stack to rebuild the data and extract your position.

You could prioritze your location in a seperate data block, but predictive motion is a better solution.

135

(10 replies, posted in General discussion)

This is a terrible idea... oh wait smile

136

(7 replies, posted in Q & A)

The time based EP really gives them an accurate window of when the soonest they would need to offer new content. For instance if POS building is going to require 250K of EP, they know it will take roughly 4 1/2 months before anyone could possibly have the skills to do it  (Math: 50,000 EP from EA + 200,000 EP @ 1 EP per minute); that is taking the very very edge case of someone opening and EA account and just letting the EP build up without spending any.

I can see them releasing the new skill in a patch so players can start putting points in, even though the content may be months out still.

You probably already checked this, but is your PC indexing or running some other system maintainence on a scheduled basis?

If you are running W7 use the performance monitor (not task manager) to see where the loading is. If the client processes aren't using the cycles, then its a PC issue, if they are, is the load the same across all 4, if so then its a local issue (it would be highly improbably that a data issue from the server would effect all 4 clients exactly the same).

Perf mon will also give you read/write, while typically R/W doesn't cause CPU useage, its possible that Perp has some process that requires the CPU to wait for a response from the drive.

If you have the app, you can try running each client in its own Virtual machine too.

I can only run 2 clients, so props for the sweet rig, but I havn't noticed this issue.

To butcher the master;

To delete or not to delete, that is the question. Whether tis nobler in the mind to suffer the lasers and missiles of outrageous fortune or click and create a sea of troubles.

Typically if you can do a thing in an MMO, you will. But certainly Gerrick brings up a good point, which is also typical of MMO’s, whatever you do will likely piss someone off.

139

(93 replies, posted in Balancing)

The technical matter of EP aside, the incentive for players to sign up with EA was to HELP keep new players by 'seeding' people into the game.

Imagine creating an account and logging in the first week and finding 10 people online.

There is no doubt in my mind EA (of which I did not participate go 20K'ers!) encouraged more people to continue playing than discouraged people because of the EP gap.

Siddy wrote:

[http://www.youtube.com/watch?v=H8OYX_3YnMI]Your insight is amazing, because that extra 9k in light bot, 12k in assault and 20k in mech will totaly fu*k up the game.

Aside from troll smell I got nothing from this.

what do you mean by 9,12, and 20K?

I'm not going to click the link because I follow the moto;
"There are some things on the Internet you wish you could unsee".

I think he means exploited for kernels.

Killing a corp mate in an insured bot for their kernal would be one exploit.

Fragments OK, kernels, probably not.

142

(9 replies, posted in General discussion)

this being owned by a troll means one less dns name floating around for phishers to use in email scams after this games gets 10 million subscribers.

Irritation level
phishing >> trolling

maybe we can buy up all the common misspellings and completely negate the phishing market.

143

(62 replies, posted in General discussion)

Maybe if you're allowed to delete 1 character at no charge, second at 1440, and double it for each successive delete. That will greatly limit alt recycling, even in a year when 2880 EP doesn't mean much to an advanced player, while still giving new characters the chance to delete 1 alt, with clear warnings that deleting the next one will come with X EP penalty.

144

(62 replies, posted in General discussion)

No you don't get it back.

Zoom is referencing another thread about respec'ing.

http://forums.perpetuum-online.com/topi … by-chance/

http://forums.perpetuum-online.com/topi … nt-option/

This thread is about the penalty for deleting alts.

Edit: added thread link

145

(2 replies, posted in Services and Discussion)

Are you insured against cargo deletion....

BigCountry wrote:
Arga wrote:

but its there and the pirates are asking for the change.

All PvP'ers are asking for the change, not just pirates. Your suppose to have a risk versus reward system regardless, if you PvP for sport or what have you. This is not that system with such an exploitable tactic.....it's all risk. sad

While I don't wholly agree with that reasoning, I do agree that remove the ability to delete would encourage more PVP which would be good for the game.

I say pirates because part of the combat community would be OK with just denying the load, I'm sure they would support removing the delete feature but its the 'pirates' that are out mostly for the loot.

All I'm saying is that if deleting cargo is removed, it should be removed not just modifed.

Note: This isn't part of my arguement, I just disagree with the risk reward assement, because you don't have to engage a seq, so your not really taking any risk. I know, your in beta and you want a reward for catching someone stupid enough to transport without adequat cover, which is why I support removing the delete but not the reason, because it is dangerous getting to and being in Beta... and its only going to get more dangerous as the game matures.

Snowstyle wrote:

Please explain why the ability to delete cargo HAS to be removed instead of altered.


I already explained that in previous posts and in the above one.

Altering the delete function only benefits the pirates and takes an ability away from the driver; granted its an F'U ability but its there and the pirates are asking for the change.

It certainly doesn't have to fully removed and I welcome a rebuttal focused on that.

Agreed, salvage skill shouldn't be needed for fragments.

It would be an interesting idea to have a Salvage item, and some EP skills associated with it. It would be useless after the bot was already destroyed, but if it was active on the bot during combat, it could reduce the damage on dropped items; and possibly increase the % chance that an item will survive the destruction.

Here's the thing, the Dev has already said it is not an exploit, continuing to call it an exploit and saying Dev's just don't get it is not going to win them over to make the change; and threatening to leave the game has never been a good arguement.

I'm not sure how responsive the Dev's are since I was not in the Beta, so for me this is the start of a long relationship, and I think if we can present reasonable arguements (for both sides) that the game will be better in the long run.

Likely this thread has gone on too long already to be useful, but I'll try one more post.

The transport driver loses the load either way, so the specific issue is that the driver can deny the pirate a tangible reward by deleting the load.

If the solution is to remove the ability to delete items from cargo, I'll support that because just giving the driver the ability to rage-deny the pirate doesn't really promote more players to get out there and PVP; which even though I don't, I understand that it is the driving force behind the game.

But, the ability has to be removed, not just modified to prevent a case specific action. Removing the ability to delete cargo items isn't going to break the game, it will however make other aspects of the game more difficult to play, such as farming.

I believe that giving the players more options is always a good thing, taking the delete function away removes an option, and reduces the need for player interaction. If all the combat player wants to do is blow stuff up and get loot there are NPC's for that.

But, as I said if combat pilots are willing to give up the ability to delete items too, than I'll support that.

Really, you can hit someone out to 1000 m, I thought i was picking something extreme... that's actually kinda cool. Heck even if you don't hit them, it would scare the crap out of them big_smile

I think my issue is that I'm all for less government and asking the dev's to solve issues seems like asking for more government regulations. They aren't perfect, so they will have to make some changes to the system, but unless its a glaring oversight I would prefer to see if we can't adjust the world as players to right the wrongs.

It's likely that the Arkhe is over powered as a starter bot, but as I pointed out during the last incursion M2S effectively stopped us from using an arhke zerg by being inbetween the active scan and the outpost. That is an awesome example of skill overcoming an imbalanced game mechanic.

This is the same reason I am against changing the delete cargo thing. I believe using social engineering pirates can work around that by getting the pilots to drop their own cargo in exchange for going free.

If something is an imbalance that clearly gives an advantage than adjust it immeditaly, otherwise lets give the community ways to overcome and excel instead of reducing the game to the least common denominator. If after several weeks the game can't find its own balance, then by all means have the devs adjust it.

As was pointed out, the arkhe issue is more irritating than game breaking, lets give it another few weeks and see if they still have the same impact.