26

(3 replies, posted in Q & A)

1. What's the cycle time and energy consumption for every type of turret? I know they don't consume anything when idle, I'm asking about the "engaged" state.

2. Is lock range and optimal range the same for turrets? What is their falloff?

3. What are the conditions for deconstructing something? Having a control link established? What about main terminals?

4. What's the % of blocks returned upon deconstruction?

5. Is it ok to deploy turrets closer than 1k from the teleport?

6. Are all the limiting distances in PBS measured in 2D or 3D? E.g. given the connection radius of 200m, is it possible to connect 2 structures 20 tiles apart regardless of elevation difference?

7. "Booster nodes consume different amounts of energy  depending on the connected target(s)" is in the booster description. Can we have some details about the actual energy consumption? Also, booster effects (in %) are not listed anywhere.

8. What's the effect range and effect strength of a masker tower, mining tower?

To be continued...

27

(4 replies, posted in Q & A)

Please clarify the requirement for mining tower to have effect, specifically:
1. do I need to be in the corp that has control of it?
2. or do I need to have a +5/+10 standing to the corp congtrolling it?
3. or does it work for absolutely everybody regardless of corp and standing?

UPD: edited "mining turret" to "mining tower" lol

28

(20 replies, posted in News and information)

The worst mission system I've ever seen. Just got a little bit worse.
Incidentally, mission tokens are the only viable source of PBS research.

Norrdec wrote:

So you want to ban people or arkhes because I am not sure from your post?

I want trial accounts and syndicate arkhes to be unable to do damage/scouting/whatever on beta and gamma.
Preventing them from using beta/gamma teleports is the easiest solution without significant drawbacks (suggested by Burial).

Any trial account abuse should be outlawed. It's just we don't see it often. I saw enough today, hence this topic.

They can do way too much for what they are worth.

I don't mind _paid accounts_ in _bots that have nonzero value_.

31

(26 replies, posted in Bugs)

It should not require a 100% geostcanner and 100% mining out of a field. Badly designed gameplay right here.

UPD: suggestion to fix that is
1) scanner should ignore the fields below a ceretain threshold;
2) automatically dissipate (recycle into a common material pool) such mined out fields regularly, like, every day.

Whan I harvest noralgis to zero, the tile it was on stays impassable. Relogging does not help. The effect is observed on all my accounts.
Makes replanting a real problem...

Perpetuum was good without gate camping.

34

(82 replies, posted in Testing server)

Hunter DREAM asked me to post this bug:
Energy thresholds for buildings are working, but changing from 25% to 75% has no effect. It still works like 25%. (To demonstrate the effect you need to power 2 facilities with 600 ap consumption from a single energy transmitter).

35

(34 replies, posted in Q & A)

+9000
The effect of many industrial/mining skills have changed _significantly_. Degrade options should be provided.

36

(82 replies, posted in Testing server)

DEV Gargaj wrote:

some defense turrets show up as holograms, and cann be walked throuth even though they are finished

I just tried a few ones and they worked - which ones are you referring to?

Yesterday I saw one turret like that east of "ATG Main Terminal" on Chalydor.

UPD: is test server closed already?

QuantaCat wrote:

What about the production in progress during the update, will it still be there?

I'd also like to know.

38

(4 replies, posted in General discussion)

I kindly ask for an official developer comment on this matter: http://imgur.com/s2hHQ.
And assurance that all the tokens currently ingame were obtained legally.

39

(2 replies, posted in Testing server)

Liq will be common as mentioned here.

DEV Zoom wrote:

Yesterday Gooma on general chat said he needed 10563 kernels for a full research. Now that would indeed seem excessive if this were a solo game, but here people usually work together and a whole corporation feeds one man's knowledge. Split that 10k to 50 people and 200 kernels really doesn't sound that much.

Also buildings have no prototypes, so knowledge isn't really that important here, since you only need to acquire a building foundation from somewhere and you can reverse engineer it to start mass-producing.

10k+ kernels? Only available through mission and artifact grind? Magnificent!

It would be very useful to have subj displayed in the terraforming window. Measured in beacon charges and hours:minutes.

42

(82 replies, posted in Testing server)

* Passable terrain display is bugged, eg. on Hokk (1067, 982): some nearby unpassable tiles give orange cubes, some other display passable but actually is not.
* After activating a gamma teleport for the first time, opposite side's teleport activation SAP does not disappear.
* Interzone teleport does not list unconnected internal teleports within its range (e.g. Gav II)
* Spurious teleport window popups appear sometimes. e.g. after undocking or jumping with a tp beacon.
* After one person uses interzone tp, it's initial destination gets stuck so other people jumping through only have one option.
* Crash after opening info window of unfinished terminal building. UPD: finished but inactive also crashes. Terminal type is "Hi-tech main terminal".

43

(82 replies, posted in Testing server)

Rules:
* Create AT MOST ONE POST in this topic with the list of bugs you've found. Edit it as necessary.
* Don't duplicate already mentioned bugs unless you have something significant to add.
* Keep descriptions brief. A picture is worth a thousand words.
* If your description is still too large it prolly deserves a separate topic.

44

(10 replies, posted in Q & A)

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?

Do you guys only read the topic title?

Gratz to Arga for successful derail.

46

(109 replies, posted in News and information)

Lucius Marcellus wrote:

But you already have much better efficiency, and access to better resources?

Much better is about 12%. And most of the resources are mined on alpha. Your argument is invalid.

Put gamma islands in the center on the map and alphas on the periphery. Also, make it possible to create safety zones in PVP areas.

These two features combined should fix the fundemantal design flaw of perpetuum where most of activity is confined to alpha, but most opportunities lie on beta unexploited.

Basically, give players the ability to create (and destroy!) alpha-like chunks of space. Thus, no divide between alpha and beta; everything is determined by player actions alone. Hubs will form wherever the players will create good conditions for it and more people will have access to real sandbox features.

Wars will have real meaning in the form of area safety status changes. Resource wars are not bad, but safety is much more versatile commodity and much higher level.

48

(52 replies, posted in Q & A)

Celebro wrote:

PM with Lucius

[00:30:31] <Celebro> but the biggest issue with indy has always been the odd reason of having higher lvl facilities on beta instead of alpha tbh
[00:31:01] <Celebro> that does not create any trade
[00:31:40] <Celebro> i mean hubs are created in safe areas
[00:32:55] <Celebro> buff resources x4 on beta, lower it on alpha but switch the facility effieciency is imo
[00:33:09] <Celebro> now that creates trade
[00:33:33] <Lucius Marcellus> agree
[00:33:59] <Celebro> so thats my prediction /signed
[00:34:05] <Celebro> big_smile
[00:36:24] <Celebro> afterall u dont really have a need to do indy on beta, its just for pvp + resources
[00:36:45] <Lucius Marcellus> Agreed
[00:37:09] <Lucius Marcellus> You need some to FIGHT for on beta, not just a facility
[00:37:32] <Lucius Marcellus> something that encourages you to try to steal from others territory
[00:39:01] <Celebro> even just having titan+HDT on alpha the rest only in beta
[00:40:02] <Celebro> as beta is fail on industry they would rather sell and buy stuff on alpha
[00:40:20] <Lucius Marcellus> yup, agree
[00:40:51] <Lucius Marcellus> I dont see anything wrong with actual production being on alpha, as long as resources based on beta
[00:41:00] <Celebro> but u still have a choice to do indy on beta as u dont have to haul it all back
[00:41:09] <Lucius Marcellus> atm I think it's the opposite! Only epriton makes beta unique...
[00:42:21] <Celebro> so ture
[00:42:26] <Celebro> true*
[00:43:55] <Celebro> do u mind if i post this last chat section on the forums?
[00:46:02] <Celebro> starting from 00:30:31
[00:46:03] <Lucius Marcellus> Not at all

This is so wrong that I'm speechless.

"Does not create trade?" You mean, does not allow you to do easy mode production without ever leaving a single alpha terminal? While lowlifes fight for raw resources on pvp islands. Reality check: ICS Alpha/Tellesis Main is not the center of the world and never meant to be.

Best production (actually, best everything) should be on gamma period. And devs have to provide the tools to make it happen. They failed to do that with beta...

Trade hubs need safe areas? Sure, give us tools to create these areas (<- great idea right here). NOT confine all industry to alpha.

49

(28 replies, posted in Selling Items)

Wow, RMT is allowed now. This is a road of no return.

50

(89 replies, posted in General discussion)

RMT is the last thing I want to see in an MMO.