Alexander wrote:

I've just found these and re-uploaded them. Looks cool to me. There was a blue one too.
Yellow Arkhe
Yellow Argano

Just check the option "low detail robots" and your Intakt, Yagel, Sequer will turn yellow (don't know if others will do too) in your equip window smile

Your first point: The problem is that you are probably buying/selling larger amounts of items. Granted, it would be very convenient to do this without having to actually move the items from one point to another. But just like in RL, someone has to do the dirty work. Someone actually has to move the goods. I would reject a solution that would require you to pay some additional fee so that your goods will be moved by some miraculous entity.

I would welcome if the devs added some assignments set up by players. You could then set up a "transport assignment" and move the goods. After all, this is a PVP game and you can't skip the combat PVP part.

@Annihilator: too lazy to read? that bit of text?
Actually the title sais it all, doesn't it? wink

28

(5 replies, posted in Balancing)

Whatever you do, it all falls apart when you allow alt accounts. As an example: If you even found some way to make it absolutely impossible for combat chars to mine, then what keeps someone from activating their alt account and mine the resources? Mining takes time but can be easily done when you run around with your alt account combat char. And it doesn't help to add some extension requirements to mine some specific ore. You'd just force the alt account to add these extensions. As it is now, pure industrialists (i.e. 1 account, industry specialized) play a niche role. The same applies to manufacturers.

It might aswell be that I have a false impression of how many alt accounts there exist. The basic problem remains that no one wants to specialize in only one specialty and keep it that way for the rest of his PO time. It simply is too boring.

And I am not whining because I can't afford a better computer and the costs of another account. I really could if I wanted to. I know that you won't ever be able to fully remove the alt account problem. Even if you would use some computer id and the internet ip to identify alt accounts and ban them, you would have to make exceptions for families. And these exceptions will be exploited.

I do see that ppl with alt accounts help the game as long as the player base is too small. But I also think that they harm the game in the long run. And maybe even keep new players from joining the game. What would help is to add more specialties. The more specialties you have, the less people will be able to cover them all with alt accounts. Adding logistics might be some way to start. Another would be to increase the subscription fee.

What should be done in any case is to level out the attributes as has been suggested before. Let the players decide which direction they want to go. Even if you were fully specialized one way, you would have the chance to experience another one without the EP penalty.

I like your idea about adding some Red Alert mechanics. Meaning that corps can build some HQ and use it to build other specialized structures. It could be fun to add some defense towers. This would be a possibility to exclude enemies from entering and using their structures. But of course, these towers need to be limited in numbers and ammo. Only then the artillery bot, which is already planned, make sense.

29

(4 replies, posted in Feature discussion and requests)

Seems to be similar to the "Contracts/Offline trading"-thread:
http://forums.perpetuum-online.com/topi … e-trading/

What you request in short is that players should be able to create assignments for any other players. The number of assignments a player can post should be limited by an extension.

Bounty hunting:

Why should the bounty depend on the EP of the poster? This would be a nic source which screams "exploit" me (Think of ppl with multiple accounts). The bounty should be taken from the poster's cash and there should be some minimum value (1mil). If you want someone killed, then pay for it wink
The number of bounty missions to kill a certain player must be limited. Once per week/month or otherwise it is possible to drive someone out of the game. There should also be some requirement like: You can only set up a bounty if the player, who is going to get killed, has killed another one.

Destroy and Recover:

It would be more general if you set up an assignment like "Get me item X for Y nic". Ppl then can decide if it is more efficient to simply buy the item from the market, produce or loot it.

transport missions:

The more I think about these missions, the more difficult it gets without doing harm to the game. (1) Assumed you let ppl transport some anonymous package. What should the person get who kills a player on his transportation route? A data console? Most definitely no! (2) Assumed you let ppl transport the real item. What keeps them from simply selling it on the market?

Neoxx wrote:

Bounty hunting I can get with.  It would have to have its limitations like requiring them to be killed in X type bot (assualt or above or something) to count as to not be exploited, but it would be a nice way for corps to spend their money and give an incentive to smaller groups who want to pvp but dont like the inherent loss involved.

You shouldnt have to accept the bounty, it just gets rewarded when the player is killed by another player.  Groups could go out in areas where they know there are many players with bounties to increase their chances of getting the bounty.

What? You mean like a bounty for killing one of the most dangerous agents? Like 1 mil nic for each killed agent? And after the kill, his counter is set to zero?
*duck and cover*

Snowstyle wrote:

Read your original post. You said that bigger mechs are a bad ideas because they would require extensions that not everyone would have. Trailers were your solution to this. I said that that's a bad solution because your problem isn't a problem. If you want trailers to have more extensions as well then that doesn't solve your original problem and makes the whole trailer concept pointless. Why not just have bigger cooler looking bots?

What would be the extension required for big haulers? "Advanced robotics" at level 1 or even 4? That would cost more EP than "basic robotics" at level 4 which you must have for the Sequer. Then a new extension at the first level for 1 trailer. So there is a difference. It all depends on how many ppl you want to have access to more cargo space.

If you are able to deliver an assignment using a macro, then I see no problem closing the confirmation dialog aswell.

The only thing you can do when delivering multiple assignments is to ignore the dialog until you deliver the last assignment and then close that damn thing wink

Snowstyle wrote:
auster wrote:

All I am saying is that trailers could be balanced better than a single big hauler.

Take for example a big hauler with high requirements. In this case you won't have many ppl who possess and can control one. Thus you will always have ppl complaining about not being able to transport their stuff without an ridiculous amount of runs. Additionally you will end up with ppl not transporting their stuff at all.

Trailers on the contrary could have different cargo sizes. You could also limit the amount of trailers you can equip by some new "robot control" extension simulating some kind of driving license.

Larger cargo should have higher requirements. Your reasons behind wanting trailers to get around those requirements is a bad one.

- They should come with new extensions.
- Trailers would be new items that you have to build (resource requirements).
- They could be attacked separately.
- The more you equip, the more they slow you down.
I guess there are enough possiblities to increase the requirements. So I don't exactly see your reasoning to say its a bad idea.

did you try to use the semicolon? i.e. "player1;player2"

EDIT : sry, just realized what nonsense that was smile
they might aswell add the possibility to simply input the recipients .. so you could copy and paste the recipients from a file

All I am saying is that trailers could be balanced better than a single big hauler.

Take for example a big hauler with high requirements. In this case you won't have many ppl who possess and can control one. Thus you will always have ppl complaining about not being able to transport their stuff without an ridiculous amount of runs. Additionally you will end up with ppl not transporting their stuff at all.

Trailers on the contrary could have different cargo sizes. You could also limit the amount of trailers you can equip by some new "robot control" extension simulating some kind of driving license.

If you view player bots as npc bots, then it makes sense to let them drop fragments aswell. It should be similar to the fragments that npcs drop. Letting an yagel drop perfect fragments doesn't make sense.

Letting them drop kernels is a bit different. I guess you meant to scale their rank because letting a yagel drop a heavy mech kernel seems a bit off to me. But scaling to which extensions? All of them according to the EP spent? It doesn't fit in if you kill an industry specialized player because this one should be an easy prey. More like Campana suggested: Scaling according to your knowledge base. But the question remains: What is a rookie/veteran player?

EDIT: You actually have two aspects here: difficulty to kill vs. size of knowledge base. Usually the difficulty should define the reward.

Considering that you don't kill as many players as you kill npcs (well you might want to correct me on this one wink, the fragments/kernels they would drop won't matter much.

Bong Toke wrote:

I'm pretty positive they talked about this during beta, and said there would be a heavy hauler in the somewhat near future.
Thought it was gonna be called the "datalest" (not sure on spelling) or something.

As Recognizer wrote in my thread, they seem to have problems with bots lager than one tile: http://forums.perpetuum-online.com/post/5288/#p5288

Why not trailers? Add 3 trailers to a Sequer each with 80 U and you have your 320 U of cargo. Might add more fun to the gameplay than one single big hauler.

39

(6 replies, posted in Q & A)

Neoxx wrote:

Accumulator recharge time is in your bots info and it has nothing to do with reactor.
I was bored so I drew you a picture.

Mine is not that pretty, but it has some additional info:
http://img42.imageshack.us/img42/8705/a … gerate.png

To sum it up: If you don't use more than twice your average recharge rate, your accumulator won't deplete. You might still be able to deplete it if you jump the peak with the alpha attack.

As I understand it, two things are requested:
- Some ingame WTT system
- Some ingame contract system

about the WTT system:

I don't really see the benefit of this because one of both parties is going to have a loss. The value of an item is decided on the market. When you set up a trade order, you will make sure that you won't have the loss. So why would anyone accept your order? Thus I doubt that this will be used often if implemented.

about the contract system:

I would think of contracts as "someone wants to buy something for a certain price in a certain timeframe". I could imagine this to be implemented as a black board. Similar to the Assignments window.

An applicant would benefit from it as it would be more likeley for him to get what he/she wants. On the market he has the risk of someone being online and buing the item before he has the chance to get a hold of it.

As an agent you would benefit from the guarantee that someone will buy a certain amount at a certain price. It happened to me a few times that I opened the market, then decided to mine some HDT for a buy order. But when I returned, I had to find out that someone was faster and the buy order was gone.

Both have the risk of a loss at the same time. The applicant of being forced to buy at a higher price if the market drops. The agent of having to produce at a lower price if the market raises.

It might be tricky to implement because you would have to make sure that someone who can't possibly fullfill the contract in time is unable to block the contract from others who could. Setting some timeframe is easily done. Setting some other requirements (i.e. extensions, bots, modules) might turn out to be a barricade for those who could fullfill the contract but are unable to take the contract due to too high requirements. Maybe some standing for fullfilled contracts might do the trick. Just like the ones you have for the Assignments. You would then have to add some seeded contracts for those who have a low standing. Might be possible to merge this with the Assignements window.

+1 for the contract system

41

(2 replies, posted in Resolved bugs and features)

It's a known problem. Just restart the client from time to time when you are in a terminal/outpost.

If this annoys you, then you should try to find fields with more ore per tile. The charges lost at the end won't matter much in relation to what you get out of the tile. If you have to travel a bit, take a field container and get yourself a Sequer. The travel time won't matter much if you mine enough to completely fill the sequer. If finally you even grow out of these fields, then move on to the beta islands. I've heared they have red jucy fields.

So it is not a bug, it is a feature. It forces you to move on and not annoy newcomers because you deplete low level fields.

43

(12 replies, posted in Q & A)

Hope you don't mind Zoom:

Developer Q&A session 1 (2010-11-14)
Because I see these kind of questions over and over again:

Here is the link for the Developer Q&A session thread:
http://forumsbetaarchive.perpetuum-onli … qa-session

In some better readable form:
http://forumsbetaarchive.perpetuum-onli … qa-results

And in the following the answers somewhat grouped by caterogy:

JustToBoxThis wrote:

- release
It was planned to start with a low population.
Light mining/harvesting robots will be available on the market.
Existing corporations need to pay the 250,000 after on release.
Trial accounts are planned, no details yet.

- patches and updates in general:
Bugs fixes and patches will be rolled out as they are finished.
Expansions are planned but the timing isn't set yet.
The world will be expanded as the player population rises.
No ep loss due to server down time.
No daily unplanned server downtimes.
No daily maintenance planned.

- next things to come:
The primary focus now is to add corporation built structures and plantations.
The exact nature of theses structures (destroyable, etc.) is not fixed.
Depending on how long it takes, a content expansion might come before that.
It will be possible for solo players to build their own structures.

- gameplay:
Tutorials for Recycling/Prototyping/Factory will be added in the (near) future.
Plans for moderated channels.
Container hacking has been discussed and dropped for now.
No voicechat planned.
No state recording and fraps feature
No plans to add any form of non-teleport travel.

- gui:
The gui is constantly being improved as needed.
It might be possible to move the chat window outside of the game window.
No plans to add a preview fitting tool for modules/weapons.
No plans to add a local chat (due to the majority on the forums.

- world:
New (core) islands will be added if it gets too crowded.
No improvements to terrain factors (modifiers of movement speed).
Passable/unpassable terrain will remain as it is.
Plans to add dynamic weather effects.
New factions will be added in the future.
A test server is planned.
The islands are being upgraded and diversified (graphics, color).
There are plans to add more PVE content.
Plans to add zones that are broken up into smaller islands.

- characters:
It was intentional to force specialization among the players.
It is planned to add a possibility to change the attributes somehow.
Avatars will be improved if possible.

- relations:
There will be more options for corporation management.
Alliances are planned for the future.
Player built bases will have the feature to limit access of non-corporation players.
It is planned to add corporation logos to robots (vanity feature).

- robots:
No dedicated support mechs (like remote rep or triage) in the works.
Mech lineup will be expanded.
Destroyer bots (2.5 times the size of heavy mechs) are planned.
It is planned to have custom/hybrid robots (i.e. a mix of chassis, head and legs).
Bigger and smaller robot classes are planned.
New travel methods have been abandoned for the near future.
Stealth modules are in the works.
No planned naval, undertround or transformer robots planned.
A Information about the number of arm slots is on the todo list.
New bigger robots will be more powerful, have their weaknesses and require more resources/time to build.
It is being discussed of how to increase bot speed.
No plans for air support or flyable bots.

- weapons:
Artilliary and AoE type of weapons will be added in the future.
Variation when producing weapons (modified attributes) is not planned.

- combat:
The 1km radar range might be changed in the future.
Player collision won't be added (being exploitable).
The movement of a robot won't have an effect on the chance of being hit.
Instances are still being discussed.
No plans to add player controlled drones/pets.
Plans to make parts (leg, head, chassis) of robot destroyable.
Plans to add being able to see what squad memebers are targeting.
Plans to switch ammo in all weapons.

- mining/harvesting
There is going to be a lot more with plants and mining.
Plans to add deployable mining structures (i.e. unattended mining).

- pvp:
The intrusion system won't change dramatically.
Features will be added to make owning an outpost more worth it.
Struggling with the idea of a bounty feature.
The idea of Arenas was abandoned.
No plans on hacking another's robot (take over the robot).
Plans to add identification of who is owning a station.

- market:
Working on a scenario for a singular dominant trade hub.
Markets in safe zones will always be seperate markets.
Read only market access on the terrain is planned.
A corporation-inside-market is being discussed.

- offline game info:
Offline kills and losses information is on the todo list.
Entity and extension data dump for offline access is not planned yet.
It is intended to add some offline applications.

- game supervision:
No esrb rating. The game is under constant change.
A GM policy is in the works.
A code of conduct will be published soon.
No alternate accounts/characters for GM/DEVs.

- botters and cheaters:
Macroing is not allowed.
Instant ban on discovery.

- subscriptions:
New payment options will be added as needed.

- hardware and programming:
The client is written in C++ and little Assembly.
The server is written in C#.
Graphics are dony by DirectX 9.0c.
No plans to upgrade to Dx10/11.
Servers will be upgraded as needed (to fight lag issues).
Servers use a 100meg internet connection.

44

(44 replies, posted in Resolved bugs and features)

LAG has been constant for me, thus it doesn't seem have the slow down effect. So it shouldn't matter that much in which country I live.

What I wanted to point out is that whatever slows down the FPS seems to influence the overall performance. And in addition to that the FPS rate at the Terminal has been high (~15, after leaving the Terminal) although there have been lots of people. But the FPS dropped to a ridiculously low rate (~4) when nothing really happened in my vicinity.

EDIT: And it is not that the FPS drop from one moment to another. It drops slowly.

I'm with Idea 1, but not so much with Idea 2. Part of the game is to read the descriptions, understand what they should do and know what you need. This only works if the descriptions are absolutely clear.

Idea 1 is a must have in my opinion. I wanted to know how many medium miner modules I could equip onto my Termis. So I had to figure out how to calculate the CPU/Reactor requirements keeping my extensions in mind. Most important of all was to know how to calculate the ACC requirement. How many medium modules can I equip without depleting my accumulator. And then which extensions do I have to upgrade by how much until I can equip another medium module. For that I needed to know the formulas.

46

(44 replies, posted in Resolved bugs and features)

@Zoom:
I've been on a longer mining session. During that time, my FPS dropped down to 4 FPS. Back in the Terminal I had some 27 FPS. When I left the Terminal with my Sequer to empty my field container, I had some 15 FPS and just before returning to the Terminal it has dropped to 8 FPS. Funny thing is: during that time, LAG has constantly been around 80 ms.
Hope it helps to locate the problem or give a hint for it's solution.

Effect weapons are planned as far as I know .. even some kind of artillery bot.
Lol at the Viral-Weapon-Idea .. sounds cool, but would be difficult to balance .. maybe some dependency on the group sizes involved?

EDIT: The viral weapon shouldn't just attack those in the corp/squad of the targeted bot, but those nearby who have non-friendly status. That is because ppl would just split up and communicate via another channel (or even teamspeak).

Its easy to argue once you have reached mech status or are in a big corp. Those who start have neither. It sometimes seems that ppl forget that we still need more newcomers.

I no longer use an Argano nor a Laird and I have more than one medium miner/harvester module per bot. So I am not arguing from the I-need-help point of view.

Believe me, the whining about the plants will start sooner or later. And no, I'm not whining. This is just a warning wink

Neoxx wrote:

Move to beta and blow up anything that tries to harvest your plants.  Problem solved.
People will compete for everything if they are given a chance.  You obviously dont understand the concept of competition in a game like this.  Everything you do is pvp.  If you're getting that plant and he has to walk further away to harvest another plant, you're doing it faster than him.

Funny thing is I see lots of AXE players farming resources on the Alpha islands. And they do suck up all Helioptris plants next to Terminals and Outposts. So why are they doing this if they could have their competition on the Beta islands?

Alpha islands are there for a reason. It is to keep new players coming. So competition has it's limits. Or why else did they introduce the tagging system?

The game won't survive for long with only lots of players. You need tons of players for a healthy market. And you won't achieve that if you have ppl leaving fast because they have a very hard time to develop.