I agree, I know people hate to hear it, but tabs ( like stEVE ) is the best way to go, as well as not hiding things just because they're not on your overview.
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Perpetuum Forums → Posts by L1fe3looD
Posts found: 51 to 75 of 108
51 2010-12-27 21:47:39
Re: Separate Landmark Filters and HUD Icons (4 replies, posted in Feature discussion and requests)
52 2010-12-27 21:34:12
Re: Calicem Scientia - Accepting Members (55 replies, posted in Recruitment forum)
well you see, step 10 is getting into a circle with no pants on...
53 2010-12-27 21:31:59
Re: Farming high lvl mobs in missile bots. (8 replies, posted in Balancing)
just because someone else can't do it, doesn't necessarily mean it's OP. Sure, they can start behind a hill, but they have no chance of running since they're the slowest, so it balances. It's all in how you use it.
54 2010-12-27 21:18:23
Re: Get rid of P2P and do a cashshop for bots and mechs (22 replies, posted in General discussion)
We've got plenty of bots and mechs. N-A is the one who lost em chief. Get your facts straight at least if you're gonna troll that way
55 2010-12-27 21:14:08
Re: Happy New Year! (6 replies, posted in Feature discussion and requests)
christmas went pretty well.... maybe at midnight N-A will actually implode or something?
56 2010-12-27 21:00:37
Re: Get rid of P2P and do a cashshop for bots and mechs (22 replies, posted in General discussion)
you're a bad troll. or a ***. either way.
57 2010-12-24 15:28:02
Re: Beta islands should have no safe area. (55 replies, posted in Feature discussion and requests)
It made it past beta because this new 'protection zone' stuff is very new. There used to just be 1km ranged police towers that would insta-pop any flagged player. These were placed at alpha teleports and 3/4 around beta terminals.
These new safe zones came in like a month or so before release, so there wasnt a ton of testing done on them.
Ah, I wasn't aware of that. Good to know then, perhaps at least they're not ignoring the issue per se.
58 2010-12-23 16:29:08
Re: Gate Camping Perpetuum endorsed sport (100 replies, posted in Balancing)
I think everyone is asking for exactly the opposite of what they want.
Surely if you don't like camping, making the choke point smaller (no safe region, just a teleporter land point) makes camping even more advantageous/"profitable".
What you should be asking for is larger safe zones, with complicated terrain-specific edges, so that the edge of the safe zone cannot be effectively camped, and the attackers can choose from several reasonable attack routes.
just....no.
the whole point is that you shouldn't be able to jump what you want in, take all the time you need, set up, and give yourself all the intel and advantage you need to move forward. You should also not be able to simply put eyes on a gate in an arkhe and leave it there to get 100% perfect, easy intel.
59 2010-12-22 22:46:52
Re: Devs Completely Cave to PVPers (88 replies, posted in General discussion)
Jelan wrote:All I read was whine whine whine from the op.
You want it all your own way, I'd have preferred the target to have to fit a self destruct device or something to be able to destroy cargo
I agree the new system isn't great but it's a start
That's actually a pretty cool solution Jelan . Lots of cool things could be done with self-destruct devices.
GATE BOOOOMBBBB!!!!!!
(I'd set off the porno scanners for sure xD )
60 2010-12-22 22:32:52
Re: Beta islands should have no safe area. (55 replies, posted in Feature discussion and requests)
lets use last night as an example shall we?
M2S jumps in. we group to engage, they run the hillmanoc and plop out lawn chairs.
we spend half an hour watching them, and they simply jump in another group, and split them off, knowing full well we can't leave the group on the gate, and we didn't have enough to withstand a two sided attack, so there we sat.
Without the safe zone, we could've popped them where they sat, or at least moved off if they chose to sat on alpha, and gotten half the squad dealt with while they were teleporting in.
Also the scouting this is obvious garbage, and frankly I'm amazed that made it past beta but I don't know. That being said, a timer, with a movement/area based forfeit penalty would be perfect. it involved risk, keeps people from running 1000 miles away before they can be attacked, and means jumping afk isn't possible.
Also, if anyone jumps into a beta island, and expects it to not be camped ( at least by a scout ) even now, they're in for a surprise, wouldn't you all agree?
61 2010-12-22 20:06:09
Re: Beta islands should have no safe area. (55 replies, posted in Feature discussion and requests)
timer should tick off until you go outside a certain radius, then drop completely. that simple. there shouldn't be a "safe" zone on a "non-safe" island.
62 2010-12-22 19:26:37
Re: Devs Completely Cave to PVPers (88 replies, posted in General discussion)
the question here is:
" If you wanted to play WoW, why the F**K are you here? "
63 2010-12-22 15:52:44
Re: teleport on pvp island (14 replies, posted in Resolved bugs and features)
for future note: TP safe zones should be gone. Shouldn't be able to sit on the TP and be safe "just cause you're there"
64 2010-12-22 14:41:41
Re: Patchnotes (10 replies, posted in General discussion)
overall it's not bad changes, though not entirely what I was hoping for. It should deal with the Arkhe swarm I suppose, but it doesn't deal with free unlimited scouts, and it certainly doesn't deal with 40 reds on a gate doing nothing but taking up space and forcing you to watch them.
65 2010-12-21 22:54:23
Re: Market Predictions (11 replies, posted in General discussion)
I wouldn't say it's "easy", but "obvious to those who know to look" comes to mind
66 2010-12-21 22:50:32
Re: ANT ponders PO (pt 1: Strutting your stuff) (23 replies, posted in General discussion)
you have some good points, and your thought process ( sad though it may be ) is sound. the issue is that the game IS low budget, and it's hard for the designers to keep up on a regular basis I'm sure. That being said, they're very involved with the game, and I would like to think they'll be implementing these things as well. Let's toast to it, and enjoy the game while we wait!
67 2010-12-21 22:46:23
Re: Calicem Scientia - Accepting Members (55 replies, posted in Recruitment forum)
so long as you hold my hand while we talk. I do so like to hold hands.
68 2010-12-21 21:05:30
Re: Calicem Scientia - Accepting Members (55 replies, posted in Recruitment forum)
hahahaha -bump!-
69 2010-12-21 19:56:35
Re: Market Predictions (11 replies, posted in General discussion)
lol this is officially StEVE 2.0 xD
70 2010-12-21 19:42:32
Re: Calicem Scientia - Accepting Members (55 replies, posted in Recruitment forum)
Glad to have you aboard Strad at this rate we'll need a bigger vent soon
71 2010-12-21 19:39:14
Re: I hope these forums never change. (17 replies, posted in Open discussion)
why wont you hold my hand?
72 2010-12-21 19:24:14
Re: Daikoku Trade Federation (3 replies, posted in Recruitment forum)
Good Luck
73 2010-12-15 15:55:44
Re: 2880 ep for deleation (62 replies, posted in General discussion)
stop whining. you lose EP if you delete characters. the mechanic is there to allow you to play and test without any loss. Belt up and use it or gtfo. If you're too dumb for that you don't belong functioning in society.
Also, Argo, you're far too intelligent to waste your time on these people. Your general nature to help is wasted on them, as they clearly just want to whine about being stupid, and have the devs turn on easy mode for them.
74 2010-12-14 22:41:32
Re: Calicem Scientia - Accepting Members (55 replies, posted in Recruitment forum)
afternoon bump!
75 2010-12-13 22:14:04
Re: Beta islands being mostly dead. (90 replies, posted in General discussion)
I highly doubt they'll leave for even numbers, but kaz has a point, there is a certain amount of fear associated with all of the beta islands, that they're "monstrous places where all who enter die" it's simply not true. Granted, alliance are catching on now and doing their best to keep them patrolled, but then, wouldn't you? Personally I found it fun to sneak around and see what was up before I became worried about guarding the door rather than picking the lock
Posts found: 51 to 75 of 108
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