101

(15 replies, posted in General discussion)

Rex Amelius wrote:

It could even be an entire class of bot or derived from the new hover set.

Just had to think about a bot looking like a grasshopper roll

102

(15 replies, posted in General discussion)

that again?

Just to name the two of the search result at the keyword "jetpack":
http://forums.perpetuum-online.com/topic/3380/jetpacks/
http://forums.perpetuum-online.com/topic/309/visions/

Edit: other topics to be found under "jumppack", "jump jet"; and thats just the topics about it - there are several posts in other topics too

103

(20 replies, posted in Feature discussion and requests)

Just connecting this idea with a real old one for one starter isle:
starter isle in the middle of all existing ones with two areas
mid-isle:

  • to go through tutorials and trainings missions where you can choose at the end of trainingsmission your fighting bot (will decide to which alphaI-teleporter you are beamed later)

  • geographically completly shut off, once out of that starter area no possibility to get back

  • one terminal (trading possible)

  • option to teleport out of mid-isle to a teleporter at the beach area (safe in police tower zone, chosen with robot) after completing trainingsassignments

beach areas:

  • teleporters to all alpha I isles

  • no terminal, but a building to access for botrepair if in no aggression mode

  • revival of police towers around those teleporters + repairbuilding

Just a teleporting isle with no other means would be ... boring. But I see a great chance for police tower revival any way there big_smile

104

(11 replies, posted in Feature discussion and requests)

Lobo wrote:
Annihilator wrote:

...
- two bars = two agents (for smalls) three agents mor mediums
...

Speak and spell says "Wrong try again!"

Star beacons aren't striped by your pattern a 2 stripe star needs 3 agents.

For mediums you need three agents if they have two stripes - thats what he said, isn't it?
Or did you mean it doesnt matter at all whether small or medium for star-ones? (sry am not a beacon runner)


Back to the topic:
It should be enough and would be nice if you could see faster which teleport beacon you have in cargo by marking their icons similar to distress beacons. It's the same for every multiranging item that has the same icon in general that you first decipher its kind by its looks (like ammo's colours, equip's tiers, ...).
But if the mechanics of deployable items change (sry for being negative here), I already can see the next bug coming that even after activation that item could be picked up again

105

(81 replies, posted in General discussion)

uh ok, misunderstood that with subs. Still doesnt change the point even with just one paid month not having to pay later isn't either a real stop for goldfarmers.
There were goldfarmers in one time pay games (with higher prices) too - 10€ is not that much money in RL + within that paid month you could easily get more out of it...

Edit: Just as an example: If within trial time a goldfarmer already get that startprice, he wouldn't even have to invest it beforehand. When trial ends he just takes that bit of money he earned in trial, buys a sub and starts goldfarming in even greater terms endlessly.

106

(81 replies, posted in General discussion)

sorry dont understand you there, crepitus - trials staying active but their ep stopped after one month should stop goldfarmers?
As I understand it, trials as they are now are already a paradies for them - it would be even worse giving them even more EP (one month!) + an unending time period -> utopia for goldfarmers pure.

there would be a way without instances, but the reward system would need lots of work. I already hinted to it with my little story in open discussion now: but how about an island lead by the syndicate, reachable by anyone anytime that combines alphas PvE with Gammas PBS?

Uh just to name the main features of it:

  • mixture of Gamma buildings and Alpha mechanics

  • three islands for each Nian faction: Pelistal, Nuimqol, Thelodica

  • island width: two connected islands (cut may be easier if only a mountain path / sea path connects those two parts)

  • two bases (Nian | Syndicate) build up with buildings from PBS

  • island can be entered by anyone anytime (no instances)

  • no epriton other than on market

  • buildings: standard buildings, can be upgraded;
    are not completely destroyable but after a loosing too many HP they need to be repaired to function;
    buildings not in mainbase need to be activated first before usable

  • mixture of static spawns, roams/patrouls and attacker waves

  • great range of difficulty, the nearer to Nian base the harder the enemy (at their base even observer officer groups)

  • reward system: extended syndicate supply (production of items to be sold only to syndicate supply; plasma changeable to tokens; recieving tokens for activating/repairing/upgrading buildings, killing officers, invading enemy base, selling island special isotope; possibility to buy decoders, syndicate item CT of higher tiers, ...)

ups gettting too much into it again, may need an own topic for that...

My Fanstory as idea-start-off to PvE-Extension, based on PvE-Siege islands (mixture of alpha and gamma, reachable from alpha II,...)

From Syndicate reports:
"When arriving at Nia, we thought that this planet consists only of smaller islands making the conquest of Nia easier. The corporations began to split and fight against each other since the few Nian enemies here weren't that much of a challenge.

Some time ago our scientists informed us about some great bulks of energy hidden in the most stormy parts of Nian's ocean. At first we thought it impossible to gather this energy from the deep sea, as we researched further we discovered traces of a greater landmass under the turbulences. We send some troups over and even managed to build a base on the seemingly uninhabited land we found. After a few days a few scouts who explored the deeper part of the island just vanished – no sound, no message, no trace. A mining OP followed in the same mysterious way. The moment we had build up some defence towers, the incidents seemed to stop – we should be proven wrong.
Some scouts discovered the location of the greatest energy mass ever noticed of our systems. Even so they were able to send us the coordinates, the transmission was interrupted at the words „Oh holy sh... a Nian Babylon...“. All life signs of them vanished that exact moment (*). The painful silence following was the only warning to what should happen next.

The first wave, only a few of their scouts, got slain by our towers. The second wave already downed our frontline defense before we could defeat the attackers. The third wave was even stronger, we had to retreat into our base hoping that we can hold it.

Since we are in dire need of the energy here, we can't step back. We have to find a way against these Nian forces even under the cost of our very lifes.
Our Syndicate forces aren't strong enough – so we request the help and cooperation of every single corp out there to defeat and annihilate the forces of Nia.“

(*: Since the sparks didn't reappear, the Syndicate investigated what happened to the agents on earth. They found their bodies in their spark control units, death due to heartattack.)

109

(116 replies, posted in News and information)

It was already mentioned before a lot, so I'd like to ask again, whether gamma interested persons will be able to listen in somehow (for example with speaking rights only given to representatives) or would the server be overloaded?
If serverload would be too great, is there a possibility to record the discussion and put it online (download or whatever) together with the summary?

110

(14 replies, posted in Q & A)

Syndic wrote:

No to AFK mining.... AFK-mining shouldn't be made easier on such an important ore.

Celebro wrote:

We only have 2 liquids and going to get 6 different ore types. Epriton is non factional and only in beta/gamma, therefore 'non-afkable'. If they want to keep it as an ore at least change the icon

<<this
Just to mention: the roaming NPCs on beta should be pretty tough for miners, so if they worked better (like more roams) afk-mining wouldn't be possible at all there.

Just a minor point in matters of style: we have 1 exceptional rare plant (Noralgis), now/atm 2 exceptional ores (Colixum|Epriton), but no rare liquid (*according to raw mats categories in market: organic, ore, liquid)

Epriton was liquid before and was originally intended to be but if it stays a solid ore, I too, wish at least to have that icon changed to that of a more solid one (bye bye pink bunny liquid sad )

111

(14 replies, posted in Q & A)

/bump

112

(8 replies, posted in General discussion)

+1 for changing it

Though I would rather tell them to take the teleport to scan somewhere else than changing titan ore to solibdit - everytime again the question arises which charges are needed here (even so it is written in the description...) and this question should not be necessary anymore with other assignments - they should already know it by then.
Tutorial assignments is for me the practical application and extension to real ingame mechanics of the basics learned before in tutorial.

113

(26 replies, posted in General discussion)

Kelron Vladseal wrote:

... If I go ahead and sub in the next few days will I keep the rest of my trial time as well as gain the 30 days? ...

Seems like it wasn't answered here:

Yes, you keep your trial days + gain the 30 days.
By subbing (and with every new subscription) the gametime is added to the existent one, the only thing that changes immediately after your first subscription is the change from trial to full account. Though if you do that while being ingame you will have to relogg for it to be applied.

Edit: for grammar

114

(20 replies, posted in News and information)

-1
main reason: even more rage fo new players since you only can take 1 mission at once first
secondary reasons: for both indys and combats

  • just not enough missions for this (you have to cross over the professions - combat agents run indy or transports, indys vice versa - which was why the standing-system was changed, wasn't it?)

  • bad squad mission system makes building up standing even with crossing professions really hard for every pure agent

115

(26 replies, posted in Balancing)

combine ip with private data check - would at least hold those off that don't know how to fake

for those using school or public IP's they just need to tell a GM/DEV that they are an own real person which will get checked by the data entered by account creation and they will be enabled to play even there.

116

(10 replies, posted in Q & A)

Mark Zima wrote:

Artifacts should not spawn on impassable terrain. Because after 1 hr of artifacting they will all end up there and what? Flatten the island for the sake of artifacting?

Artifacting is really an interesting question there, but I don't really think letting artifacts appear on just passable terrain would be a good solution since it could be terraformed into inpassable terrain by someelse while you're searching for it and that would have a need to reset the artifact list (at least the ones that are not reachable anymore) with every terraforming going on.
Even with the mentioned passages where terraforming isn't possible, restricting artifact to those passable unformable terrains would be plain boring.

117

(26 replies, posted in Balancing)

normally in any online game when creating any account whether trial or subbed u have to give at least some of your private data (like full name and so on), don't you?
I, as naive as it may be, always thought that this should restrict mmo players to
a) let them have more than just one trial account
and b) to restrict trials to non subbed persons
(next to reasons concerning diverse questions about law and legality like having to give your true age)
Although it seems that at most times this part is is overlooked and you just need variable email adresses to get around it...

Restricting activated trials themself (even less with freezing their EP) is a bit of a turn off for new players as to why restrictions to trials in perp have already been lifted some time ago (after loooots of discussions).
But starting from the theoretical point that you can't even CREATE a trialaccount because the database tells that there already exists an account (trial or subbed) with your data (and not just that one email adress), there's no need to restrict them left.
You could even say - okay give beginners a chance to try what they want and have up to 3 trials at the same time possible but if you subscribe to one account the others will just run out after trial time if theres no sub for them (still with no possibility to get a new trial after sub).

That way neither new players would get shunned nor trials could be exploited by subbed players (+ you are still able to sub more than one account)...

118

(109 replies, posted in News and information)

for ep-reset questions: production ok if its not necessary, but what about the specialised mining and harvesting extensions? will we have a chance to reset those since the factional mineral distribution at islands will change greatly?

119

(34 replies, posted in Feature discussion and requests)

Line wrote:

No. When you craft robot, on factory window you can set up bonuses that robot will have.

... that part sounds a lot like the hybrid model - choose what parts u want und get the part related bonuses on your selfmade bot.
I like that hybrid model more than the idea to just choose which bonuses your already "licensed" bot named termis can have. For example build in the one part of the Arbalest that has the repairbonus to get your RR-support bot.
Though additionally to the hybrid model I would like to have a prototype system (for both bots and items) where the higher bonuses and such would be a matter of luck to get the best outcome.

120

(28 replies, posted in Selling Items)

darth sidi0us wrote:

They should just state that it is at your own risk. until they make a proper trading system.

Its stated in the EULA that evry questionable use of the companies products as far as not being mentioned as an infringement there is at own risk wth no devsupport and may have severe aftermaths if it causes damage.

Back to the topic itself, at first while reading the EULA it may seem like a loophole - but it is stated several times there that any use of ingame things (whether its modules, NIC, anything else) for things outside the game is prohibited.

EULA / GM Synapse wrote:

...in-game items, characters, money, etc in any way outside the game.

That is a clear statement that trading GTCs (bought by real money outside the game) with ingame currency is an infringement to the EULA and both parties can lose their accounts for it. The main problem stays as Gremrod said how to find out whether it was just a gift or whether it was traded...

121

(3 replies, posted in Guides and Resources)

yes, any sell/buy offer at the whole worlds market
As for statistics and price development, have a look at the "Rates" tab there u can choose between "global" and "local" areawise and even some time restricting options to see price developments in buying and selling that special item

Burial wrote:

Would also be good to have "hidewindows" for screenshots/videos.

console again: hidegui 0|1

Just in general: since u have masses of extensions to raise to get more efficient on your favorite profession (just like in eve) it is advisable to choose just that one to shorten waiting times. (Advanced players have to wait a month to get just the last level of the desired extension...)

With the industrial branch its the same as your choice of weapons - even more so. In combat u differentiate between EM - laser - missiles - ewar/support, with industry u have the subprofessions of harvesting - mining - production (research/prototyping/massproduce).
While EM and Laser share some extensions (all turret-extensions) the industrial part has for each section its own extensions, so u have to choose in industry even more which way to go. A little decision help is given by the training assignments (after general training theres also one for combat and industry): they will introduce you to the "missing parts" of tutorial and give you a free light bot after completion.

Since you want to mainly a combat character I suggest to leave production alone (u wont make good money at the current market with it as leisure time profession).
Some things that can be very helpful as pve'ler can be the repair and recycling extensions of the industry category.
If you're bored with combat or need the industrial standing for Sparks (=additional bonuses) I suggest putting a few points into harvesting later and run some harvesting missions (giving very good standing reward + lots of tokens for special ammo at the syndicate supply).

Hope it helps you.

124

(14 replies, posted in General discussion)

... i knew i have seen this error here before... Sadly, I don't know the outcome of that problem.

My advice would be to check out and post your problem and results here:
http://forums.perpetuum-online.com/topi … isconnects
Theres also given a mailaddress in the first post to address issues like yours.

Arga wrote:

Hauling is anyamous, you can't know which player is taking that load, or when.

If the loads in a terminal yes, but I'd like to have the possibility for lets say miners/farmers to give that mission even out in the terrain. Then you would have to drop the containers somehow near you and would be able to see who approaches it.

So theres an additional risk for haulers to pay the collateral at accepting the mission and be shot by the contractor (or his alts/friends; a pact can be misused too) if that place is at beta without the haulers even touching the load. They wouldn't only rise their kills and get the loot but even get the collateral since the mission cant be completed...
Even if there is a reputation (though i really really like that idea) for both - haulers and contractors - if its another account shooting the hauler there wont be a standing-punishment for the contractor at all.

uh, now theres even something else coming up my mind. in my system u would have seen which agent the contractor is - but with reputation,of course, anonymity would be better. So in the contractor column of mission windows what could be shown - something like "Agent (45)" with the brackets number as reputation points?