Annihilator wrote:

we made it through beta with only the sequer (which had 60 U cargo for a long time, and Ores having twice the Volume until open beta)

Back in my day, not only was everything uphill, but our wheels were square.

2

(13 replies, posted in Resolved bugs and features)

DEV Gargaj wrote:
Alexander wrote:

This only seems to happen to installing an extension, not upgrading. Just an observation.

...which isn't the case here, as he said (Level 3)

Anyway, Lege, I did a bruteforce calculation of your EP from start to finish.

Starter EP: 40k (early access)
Time elapsed since: 49k minutes
Spent EP: 87k

(40k + 49k) - 87k ~= 2k, which is what you have on the screenshot. I can send you a detailed log on how much what you spent on what, if you'd like to check our numbers.

Wow, nice. You just got your EP counted for you by a dev.

Спасибо.

The character creation is pretty terrible. I honestly would have preferred 20ish pre-rendered (or hand drawn) good looking avatar icons over what is currently the avatar creation. Sure a bunch of people would have had the same avatar icons, but honestly how often do you see player avatars?

The dev's basically gave us a quick work-around instead of waiting weeks for them to code and QA a ton of extra things. It's not a perfect solution, but it's better than nothing for a lot of people.

6

(88 replies, posted in General discussion)

Gremrod wrote:
Indian River wrote:

we now have "special" rules for the big bad crybaby PVPers just to
ensure they get their loot handed to them on a silver platter

I wouldn't call the 50% chance for loot to drop during pvp a silver platter.

It has been a common practice to not allow players to delete loot when being attacked in many games.

Nothing new here really.

QFT. OP: name a full loot pvp game that enables players to instantly delete their cargo when they get threatened with pvp.

(Troll thread averted)

У вас есть сайт?

У вас есть сайт?
Я уже в другой корпорации, но я хотел бы насладиться говорить с вами.

DEV Zoom wrote:
Cal Sinai wrote:

Just to clarify, once you do the reset, you have all the EP you would have had as if your account had been blank since day 1 (20k/40k + 1 ep/min since activation). You don't lose the EP it took to delete characters.

Vorgrim Scout wrote:

It says without losing EP. Ofc you will get the EP pool as if you had opened your account and never spent any of it.

Both are correct.

Thanks for the clarification.

DEV Zoom wrote:

This should answer your questions hopefully:
http://www.perpetuum-online.com/Help:Account_reset

Hmm, I'm going to have to save up a week worth of EP just to delete my characters to take the option.

Just to clarify, once you do the reset, you have all the EP you would have had as if your account had been blank since day 1 (20k/40k + 1 ep/min since activation). You don't lose the EP it took to delete characters.

It's confusing because the wording on the help page says:

Resetting an account is a one-time opportunity for new players who want to start over from zero without losing precious Extension Points.

DEV Zoom wrote:

You don't have to speculate, the account reset option will come tomorrow with the terms BoyC wrote.

Will we get further information regarding this? (Either right now, or with patch notes?)

Questions I have:

"Account Reset" does that mean all items, and characters are deleted, and we are refunded every skillpoint as if we had a blank account sitting there from the time of activation?

Are there any penalties associated with the reset? Ie: you get back all of your EP except for a 1000 point fee.

If not, then why? Shouldn't the players that aren't going to reset get something as a reward/incentive?

12

(72 replies, posted in General discussion)

Tiggus wrote:

You can look at the values of medium equipment and see that mechs will never be needed/efficient to kill assaults and light bots, and that is all alpha is at the moment.  That is what he is saying, and he is correct in that.

Exactly. Just like you don't go rabbit hunting with an elephant gun. Not only is it more difficult to hit your target, the ammo is more expensive as well, and if you do hit it, you're not very likely to get anything worthwhile. Less reward for a larger investment is never a good idea.

13

(72 replies, posted in General discussion)

Balsover wrote:
Cal Sinai wrote:

If you guys are thinking you can jump into this game, and a week later be an amazing mech pilot, you have no idea what game this one is heavily influenced by. (Hint: it starts with an 'E' and ends with an 'E', and there's a 'V' in the middle.)

Hate to say it, but... go back to WoW.


They are not saying that at all.

What they mean is within a few weeks, they can be amazing bot pilots, and for what they want to do, that is all they need.

lack of meaningful character progression is the key here.

I'm failing to see the lack of meaningful character progression. Every minute you get additional skillpoints to invest in skills to make your character better. If you consider that to be a "lack of meaningful character progression" then I think you are confusing the meaning of the word "lack" (Inego Montoya voice: "I do not think that word means what you think it means.").

I fully agree that mission rewards for higher level missions need to be tweaked. But beyond that, mechs do exactly what they are meant to. And the community complaining about perceived balance issues between mechs and robots when nobody in game has more than 8 weeks worth of skillpoints is both ridiculous and short sighted.

Interesting that first mention of this is on a 3rd party site =\

(I'm using "interesting" in the worst way possible)

15

(72 replies, posted in General discussion)

If you guys are thinking you can jump into this game, and a week later be an amazing mech pilot, you have no idea what game this one is heavily influenced by. (Hint: it starts with an 'E' and ends with an 'E', and there's a 'V' in the middle.)

Hate to say it, but... go back to WoW.

16

(43 replies, posted in Balancing)

From what I've seen, there are a ton of spawns with no related mission. Hence my previous suggestion of removing the location requirement.

17

(32 replies, posted in Balancing)

Logistics pilots?

18

(43 replies, posted in Balancing)

Paly Thoa wrote:

Everyone just needs to spread out and be a little more patient.  I see spawns all over the map while mining that nobody is farming.  And nothing in the game needs to change to fix the current situation.  The only reason why anyone farms things in starter areas is because there's so many new manufacturing characters who need the kernels.  Once the majority have all that they need, you'll see prices of kernels drop significantly and people will stop farming them.  If you want to speed the process, don't buy kernels and fund the farmers ship purchases.

The problem is that the first thing most new players do after the tutorial: beginner missions.

The entire game leads up to the starter missions. You log in, a little screen pops up telling you how to move around, it leads you to do some stuff, and ultimately takes you into the terminal to begin your tutorial, which is accessed the same way normal missions are. Once the tutorial is finished, the natural progression is to start doing missions.

If all the beginning combat mission spots are completely camped, to the point that the beginner can't even get a shot in, what kind of image does that paint for the newby?

Like it or not, this game needs new players in order to survive (attrition, expansion, etc). If all the newbs are scared/shunned away, the game will die (or at least wither).


If the best way for "advanced" players to make money is farming those beginning missions that newbies flock to, something needs to change.

My suggestion: Remove the waypoint from kill missions. The mission should be: "Go out and kill X things" not "Go out and kill X things at this specific point." That way if the spawns near the terminal are camped (as they might very well be) all the person needs to do is wander out a little further to another spawn of the same mob type.

Problem solved (mostly... there still needs to be some buffing done to higher level mission rewards).

19

(32 replies, posted in Balancing)

Suggestion:

Travel mode.

All modules (weapons, repariers, etc) and active radar (Can't target anything, overview distance is shortened from 1k to 500m) are deactivated. In return, you travel 1.5x to 2.0x faster.

Travel mode takes 30 seconds to enter, you must remain still while changing modes and is disrupted if you are damaged during that time. Modules take 60 seconds to power back up after leaving travel mode (either intentionally or unintentionally).



This means someone can enter travel mode, move to the area they want to go to quickly, but they are useless for a full minute after arriving. This prevents people from travel-moding up on top of you while you're farming and mowing you down. You can enter travel mode faster than they can leave travel mode. The 30 seconds it takes to enter travel mode should ("should") be enough time to still be able to ambush someone normally (iow: tacklers are still useful).

20

(62 replies, posted in General discussion)

Annihilator wrote:

For a full combat skilled ICS agent, takes

  • 1431EP,
    thats 23h and 51min worth, to switch to missiles

  • 504EP
    thats 8h 24min worth to switch to Lasers

or, if you start with a TM-A combat agent, it will cost you

  • 1736EP
    thats 28h and 56min worth, to switch to either EM guns or Lasers.

you wont get the free weapons and bots from the tutorial missions, but there is really no need to delete an agent if you didnt f*ck up the attribute choices.

You make a good point. I honestly hadn't realized how few points are attributed to a specific race when creating a character. The cost of the piloting skill is a little steep, and I'll have to buy the robot itself, but overall not a big investment. Going to go give it a shot now.

21

(62 replies, posted in General discussion)

Jelan wrote:

Mags are the best wink

Of course they are. Because they are the faction I didn't get to try with my 3 character limit.

22

(62 replies, posted in General discussion)

DEV Zoom wrote:

Okay.

A new player buys an account, creates his first character. Nothing is charged (beyond the subscription fee obviously).

Let's say he does the tutorials, maybe even gets the light bot at the end. But he somehow figures this character doesn't fit his playstyle, so logs out and creates a second character. Still nothing is charged.

Maybe he does the tutorial missions again, maybe not. He probably did this character because he doesn't like lasers and wants to go missiles, or maybe wants an industrialist. All viable options.

But somehow he doesn't like this character either.

So he goes on to create a third character, maybe expecting that some miracle will happen, maybe thinking he missed an iwin button on the way, I don't know. Still nothing is charged.

He has now 3 characters, all fully capable to learn and do everything in the game.

Please, can someone explain me why a new player needs a fourth, new character to learn how the game works? What am I missing?

This is the exact sequence of events I went through:

1) Created first character, chose the laser faction. Went through tutorial, got first small bot that is laser spec'd. Tried playing with laser bot, found it way too difficult to manage accumulator. Spent a couple skill points here and there, not a big loss.

2) Created second character, chose missile faction. Went through tutorial, got first small bot that is missile spec'd. Played with missile bot, really enjoyed it.

3) Created third character, chose whatever, decided to focus heavily on industrial side. Didn't do tutorial, just went out and mined and ate some kernals. Researched a blueprint to make sonic missiles.

4) Played again on second character. Went out roaming. Got a** handed to me by a mag weapon bot. Thought to myself, "Hey, I've tried two of the three weapons so far, might as well give the 3rd a shot. Sure I'll lose some of the skillpoints I spent on that first character slot, but I'm liking missiles more than lasers anyway, might as well do it."

5) Return to character select screen, choose to delete laser agent.

6) Stare dumbfounded at screen. Lose 2 future days worth of skillpoints just to delete a character?! Really?

7) Ragequit.


Note, step 7 didn't actually happen. Instead I went back to playing on missile bot and dreaming about what mag weapons might be like.