1

(20 replies, posted in General discussion)

\o/

For the last few weeks I've been finding that the npcs are moving strangely. They take a few steps forward then warp back a little so they have this jittery movement. When they die their wrecks are never exactly where they exploded usually a square or two away, they also seem to walk into walls a bit before teleporting out.

To me it looks like the client and server are calculating the npc locations differently and are therefore out of sync.

At first I thought it was lag but after weeks its not gone away and my ping is at a steady 55-65 ms and there is no perceivable lag in any actions I perform in game.

I've tried redownloading the client in case it was corrupted somehow and this didn't help.

Heres a tracert just in case:

Tracing route to gameserverc.perpetuum-online.com [195.228.152.153] over a maximum of 30 hops:

  1     3 ms    <1 ms     1 ms  home [192.168.1.254]
  2     2 ms     9 ms     8 ms  217.32.145.226
  3    12 ms     7 ms     9 ms  217.32.146.14
  4    13 ms    15 ms    15 ms  213.120.181.158
  5    12 ms    12 ms    24 ms  217.32.25.58
  6    14 ms    14 ms    14 ms  217.32.25.182
  7    16 ms    12 ms    13 ms  acc2-10GigE-10-3-0.sf.21cn-ipp.bt.net [109.159.251.225]
  8    26 ms    24 ms    34 ms  core2-te0-2-4-0.ealing.ukcore.bt.net [109.159.251.143]
  9    23 ms    21 ms    21 ms  transit2-xe11-1-0.ealing.ukcore.bt.net [194.72.17.194]
 10    68 ms    21 ms    21 ms  t2c4-xe-10-0-0.uk-eal.eu.bt.net [166.49.168.33]
 11    24 ms    21 ms    21 ms  t2c2-ge13-0-0.uk-eal.eu.bt.net [166.49.237.41]
 12    26 ms    21 ms    24 ms  t2c2-p14-0-1.uk-glo.eu.bt.net [166.49.195.213]
 13    38 ms    37 ms    37 ms  t2c2-ge15-0-0.de-fra.eu.bt.net [166.49.195.57]
 14    57 ms    53 ms    56 ms  t2c1-p1-0.hu-bud.eu.bt.net [166.49.208.85]
 15    57 ms    55 ms    54 ms  t2a3-ge2-0.hu-bud.eu.bt.net [166.49.160.51]
 16     *        *        *     Request timed out.
 17    59 ms    55 ms    60 ms  81.183.0.156
 18    59 ms    55 ms    57 ms  81.183.0.45
 19    58 ms    56 ms    55 ms  81.183.2.225
 20    60 ms    57 ms    56 ms  84.2.225.113
 21    60 ms    55 ms    57 ms  gameserverc.perpetuum-online.com [195.228.152.153]

in eve they did put in a cap on the number of types of items you could have in one storage folder but i recall it was a huge number and you'd have to be a hell of a packrat to gather that many different stacks of things on one place.

I wish more games would be like perp and let you horde your pixels, i hate having restrictions on stuff smile

4

(22 replies, posted in General discussion)

hehe Yeh Grem, that was hilariously funny lol

5

(22 replies, posted in General discussion)

Gremrod, Get well soon m8!

6

(28 replies, posted in General discussion)

I'm having connection issues today as well. Its taking ages to log in, 11 minutes last time, the website runs fine, my ping when i finally get in game is around 60ms but the server isnt communicating with the client properly. It took 5 minutes to deploy from the terminal, over a minute at times for my chat messages to actually be posted to the general chat and when I redocked I got the ghost terminal before being kicked from game after a few minutes of waiting.

Nothing is downloading on my network and the trace route to the server is fine:
  1     1 ms    <1 ms     1 ms  home [192.168.1.254]
  2    <1 ms    11 ms     9 ms  217.32.145.226
  3     8 ms    10 ms     7 ms  217.32.145.254
  4    14 ms    15 ms    11 ms  213.120.181.86
  5    11 ms    15 ms    12 ms  217.32.25.62
  6    11 ms    13 ms    14 ms  217.32.25.182
  7    13 ms    15 ms    15 ms  acc2-10GigE-0-3-0.sf.21cn-ipp.bt.net [109.159.251.210]
  8    27 ms    23 ms    23 ms  core2-te0-2-4-0.ealing.ukcore.bt.net [109.159.251.143]
  9    22 ms    23 ms    22 ms  transit2-xe0-1-0.ealing.ukcore.bt.net [194.72.17.82]
10    22 ms    22 ms    23 ms  t2c4-xe-10-2-0.uk-eal.eu.bt.net [166.49.168.41]
11    25 ms    23 ms    22 ms  t2c2-ge11-0-0.uk-eal.eu.bt.net [166.49.237.37]
12    23 ms    25 ms    21 ms  t2c2-p14-0-0.uk-glo.eu.bt.net [166.49.195.209]
13    37 ms    38 ms    39 ms  t2c2-ge15-0-0.de-fra.eu.bt.net [166.49.195.57]
14    53 ms    54 ms    52 ms  t2c1-p1-0.hu-bud.eu.bt.net [166.49.208.85]
15    56 ms    56 ms    54 ms  t2a3-ge2-0.hu-bud.eu.bt.net [166.49.160.51]
16    56 ms    56 ms    55 ms  vl50.osr0-vhugo.net.telekom.hu [193.188.137.12]
17    56 ms    58 ms    58 ms  81.183.0.144
18    56 ms    56 ms    54 ms  81.183.0.35
19    58 ms    57 ms    72 ms  81.183.2.225
20    60 ms    58 ms    58 ms  84.2.225.113
21    58 ms    58 ms    56 ms  perpetuum-online.com [195.228.152.150]

hehe those hybrids are awesome big_smile

hehe fuuu

Factory: When setting up a manufacturing run the readout for minerals required only shows the amount needed for the first cycle. It would be nice to see what was needed for all the programmed cycles so we can put the right amount aside.

10

(50 replies, posted in Balancing)

Annihilator wrote:

you get your static, challanging static spawns when the "egg" system is released. hopefully thats sooner then later.

'egg' system?

Can I hatch a baby Seth?
Squeee! XD

11

(50 replies, posted in Balancing)

I've been enjoying the random spawns quite a bit but they do need some tweaking. They're a little bit too random and the NPC levels are too variable. They are fun for group play with a mix of bot sizes but a bit annoying if you are wanting to fight with mechs as you need to deal with small stuff. The Beta spawns need a serious boost and we need some bigger spawns for groups to play with both on Alpha and Beta.

I was a bit annoyed with the wide spread of kernels at first as the random spawns keep throwing lower level stuff at me but its turning out quite good as I'm able to feed my corp mates kernels I don't need. It is going to take me a lot longer to get the research now though. I'm just going to have to drop the kernel grind mentality and blow stuff up for fun/profit and see what I get at the end.

There seem to be a lack of regular indi spawns though, I've only seen half a dozen in the last few days of heavy farming. It was already pretty hard to find indi kernels.

12

(26 replies, posted in News and information)

BandwagonX9000 wrote:
DEV Zoom wrote:

the patch tomorrow will be a rather small one. Mostly fixes (disconnect, highway speed skips)

THAT IS actually BIG!  No more rubberbanding! Yay!

I agree, these are all good things. smile

13

(19 replies, posted in Recruitment forum)

Freelancers were mean to me :'(
So I made a cake and I'm not going to share it.

They'll have to be very careful how they do this. A lot of us have highly specialised characters.

I hope they liaise with the maker of Perpetuum Planner so we can have that tool up to date on the day the patch eventually hits or the possibility of mess ups will be high.

I think the removal of attributes is a good thing for the game, I just hope it doesn't hurt my chars too much.

I hope the sparks are more flexible than that Annihilator. They could be a nice way to customise ourselves to our current role. Essentially a module for our agent. I hope there are many that we can earn and use.

16

(4 replies, posted in Feature discussion and requests)

I hope that if they do put in a system like this that they could add in the ability to leave a package of stuff for someone to pick up later so you can trade things without being online and in the same station at the same time. The two systems would have a lot of similar code.

17

(12 replies, posted in News and information)

The new website design is nice. Good Job. smile

I've been running it through Steam so my friends see I'm playing and ask about it. Got a few folks playing that way. Couple of them are here to stay, some couldn't get into the game and have stopped playing.

19

(27 replies, posted in General discussion)

That trip to Nova was fun. Expecially the part where we high tailed it off the island laiden with epri with angry locals chasing us. haha
Even managed to get all the Epri we mined off the island too.
Good laugh :~D

The restrictions have worked though. The buddies I've shown the game to have all thrown a months sub at it just to get full access as it was annoying being locked out of the market and its not like the sub is expensive.

21

(15 replies, posted in Feature discussion and requests)

I have got a handful of buddies to come join the game in the last few weeks and they love the complexity of the production system. Theyre busy farming kernels and wanting to get into T2 production as its something small enough scale for them to do at thier early point in thier chars lives.

New players dont need to worry about T4 complexity. I think they should leave the system as it is.

22

(51 replies, posted in General discussion)

I agree with Arilou. I hope that the majority of structures are fast to build and to destroy so that there is stuff for smaller groups to engage and frequent need to replace them. POS bashing in the other game was annoying, setting up POS was even worse. Having to spend an entire weekend watching set up timers isnt fun.

23

(45 replies, posted in Feature discussion and requests)

I cant imagine anyone making a big enough mistake with thier build to ever contemplate such a huge loss of EP. Youd have to be really *** to respec again after that and loose even more.

I hope this feature comes with a sobriety test just in case. big_smile

Thanks for doing these podcasts Grem and Kalsius. I might not be playing atm but its good to hear stuff about the game.
~desire to play Perp again rising~

Keep up the good work.

25

(10 replies, posted in Q & A)

If they put mechs and heavy mechs on alpha islands then that would greatly reduce the incentive for people to go to Beta. They are part of the reward for risking your stuff.