3,151

(36 replies, posted in General discussion)

Mining im my Riveler for the past 2 days I get a real sense on how things have changed, cargo hold really fills up fast, can go afk but not too long. Need to time it next time I go and mine, but if I train any faster cycles (6.6 secs atm). I dont know if I sequer can keep up with the hauling.

So if the hauling becomes my cap for long hauls might need to train alt on a lithus soon.

Thanks Arga smile


Why am I getting so much grief for posting the patch notes? I had a good valid point and thought that some might like to read it on the forums whilst we wait.

Surge wrote:
Celebro wrote:

Its annoying trying to read it on the login screen when clients tries to reconnect window closes, always happens to me on patch day.

http://www.perpetuum-online.com/Changelog:2011-05-04

Also, you ask for people thoughts on the expansion / patch, yet give none of your own?

Edit: Sorry, I was mistaken. You did give your thoughts.


Ok thanks for the link, I guess login screen link could direct straight to the website in the future.
I still don't know how to browse to that link anyways its there, must be well hidden.

Surge wrote:

Why would you post the patchnotes here? Whats the point?


Its annoying trying to read it on the login screen when clients tries to reconnect window closes, always happens to me on patch day.

3,155

(36 replies, posted in General discussion)

I wonder if combat assaults can have any use for mining now taking in account accumulator usage and increase accumulator, with 5 med slots not sure if it fits never tried before patch anyways.

Even if its wrong use the help sections information, if its less than 15 minutes you can always contact GM and tell them its their fault, and you want the ore back tongue

bored sad

3,158

(36 replies, posted in General discussion)

Ral wrote:

Didn't see the accumulator usage coming.  Can I return the three T4 rechargers I bought not even 24 hours ago?


Keep them and increase your cycle time I am sure you won't regret it.

3,159

(36 replies, posted in General discussion)

All seem very positive changes, I am really surprised by the accumulator usage being decrease I really like that change smile

I really like most of the changes made:


Intrusions will cost more and have penalties, MK2 bots have more targets, assaults gets some nice needed buffs and industrials finally get some love reducing accumulator usages among the obvious change in 50% yield increase.

Travel time reduces with EMACS already known but will really change the game for the better.


The DEVS are really listening to the player base, good job!

I always thought is was 15 minutes, where does it say 30 minutes?

And for your information new island names:


The new islands:
* '''Hershfield''' (Alpha, TM/Pelistal)
* '''Alsbale''' (Beta, TM/Pelistal)
* '''Tellesis''' (Alpha, ICS/Nuimqol)
* '''Novastrov''' (Beta, ICS/Nuimqol)
* '''Shinjalar''' (Alpha, ASI/Thelodica)
* '''Kentagura''' (Beta, ASI/Thelodica)

Gameplay==

* '''New:''' Mobile teleport beacons have now a 1 minute deployment timer.
* '''Fix:''' Weapons set to manual mode did not stop when shots missed or got blocked.
* '''Fix:''' Newly spawned NPCs did not notice stationary players. They've been sent to a spatial perception crash course.
* '''Fix:''' Observer despawn timers will be now reset when they get locked.
* '''Fix:''' NPCs will now try to find a way out of locked places, rather than getting overly depressed and committing suicide.
* '''Fix:''' Fixed a certain exploit.

==Robots and modules==

* '''Fix:''' Corrected the CPU usage of T2 and T3 medium EM-guns.
* '''Change:''' Lowered the price of mobile teleport beacons, and increased the armor HP of armored and emergency teleport beacons.
* '''Change:''' Halved the weight of Demobilizers, ECMs, Sensor suppressors, Signal detectors and Signal maskers.
* '''Change:''' Coprocessors and Coreactors have now bigger differences across their tiers (+10%/10%/15%/20% CPU and reactor performance bonuses).
* '''Change:''' Reduced the accumulator usage of miners and harvesters.
* '''Change:''' Increased the locking range of Tyrannos.
* '''Change:''' Increased the locking range of assault bots (Waspish, Arbalest, Baphomet and their Mk2 variants).
* '''Change:''' Increased the base accumulator of assault robots (Waspish, Arbalest, Baphomet and their Mk2 variants).
* '''Change:''' Increased the speed of non-EW light robots (Castel, Yagel, Prometheus and their Mk2 variants).
* '''Change:''' Decreased the base mass of Intakt and Cameleon (of their Mk2 variants as well).
* '''Change:''' Increased the number of maximum locked targets of all Mk2 robots by 2.
* '''Change:''' Increased signal masking and armor HP of Interference emitters.

==Graphic engine==

* '''New:''' Added a draw distance slider into options which controls the visibility of objects on the terrain. Middle setting is recommended, use higher only if you do not have any performance problems.

==Industry==

* '''Change:''' Increased mining yield of 1 cycle for every raw material by 50% (plants are not affected).
* '''Change:''' Lowered raw material regeneration rates (plants are not affected).
* '''Change:''' Removed titan ore from all beta islands and increased titan field values on alpha islands to compensate. Note: only the regeneration of titan ore was stopped, current minerals will stay in the ground until they are all fully mined out.
* '''Change:''' Considerably reduced mineral components of fragments.
* '''Change:''' Changed the raw material requirements of Hydrobenol.
* '''Fix:''' The factory accepted unpacked robots as components for manufacturing, which could create various issues.
* '''Fix:''' Kernel research increase values are now more precise.

==Assignments==

* '''Change:''' Reduced the distance to be traveled in the first stage of tutorial assignments.
* '''Change:''' Assignments are now sorted by level and name by default.
* '''Fix:''' Private storage is now updated automatically after an assignment has been completed.

==Intrusion==

* '''Change:''' Only corporations older than 2 weeks can now register for intrusion events.
* '''Change:''' Base intrusion registration fee has been increased to 10 million NIC.
* '''New:''' Introduced intrusion fail points: if you register for an intrusion event and fail to take over '''at least one''' SAP, you will get an intrusion fail point. These points function as a multiplier for intrusion registration fees (2x 4x 8x multiplier, and is capped at 8x). Fail points can be revoked by intrusion protection points. (Note: if you already own a SAP and register for the intrusion, you have to defend it (complete it again) or take any other of the SAPs - not doing anything will give you a fail point, regardless of the fact that the SAP will still remain yours.)

==Market==

* '''Fix:''' The market rates graph sometimes did not include some orders.
* '''Change:''' The market rates graph now also includes completed NPC orders, to help marketeers see real demand amounts.
* '''New:''' Added right-click "sell to this advert" option for individual buy orders on the market, so you can bypass the highest priced buy order if you want to sell to an internal corporation order.

==GUI==

* '''New:''' Added missing icon for despawn timer and mobile teleporter recharge timer.
* '''New:''' The world map now shows what faction an island belongs to, and whether it's a PvP island (indicated by yellow lines around its name).
* '''New:''' Added marking for secondary column sorting.
* '''New:''' The landmark information window will now show effect timers too, so you don't have to lock a field container for example to see its despawn timer.
* '''New:''' Added a new checkbox to Options/Gameplay for automatically centering the map on yourself when opening it.
* '''New:''' Added an extra note to the "Yourself" checkbox on the world map to show the double-click centering feature.
* '''Fix:''' Modified all history and log paginations to prevent excessive lag when opening them.

==General==

* '''New:''' Added new description boxes into the character creator.
* '''Change:''' Changing a channel's password will not display the password itself anymore.
* '''Fix:''' Chat block works now as intended.

Arga, We dont really have enough data to make a prediction.

How much will the regen rate be reduced?

How much more titan will spawn in alpha?

Will player base increase after expansion?

One thing is certain ore deposits near stations will not last long, the question is, are most players prepared to spend time looking for new deposits? or just buy the ore for production. If regen rate is reduced too much then ore prices will go up, if its a slight decrease then I think will stay roughly the same.

I also think Devs intention is to raise ore prices to level the playing field with transports therefore regen rate will reduce considerably.

Arga wrote:

Profits and reduced costs will not be 50% because this change only effects titan ore


The 50% increase affects all ores and I quote from blog " we'll increase the mining yield of one cycle for every raw material by 50%"

Arga wrote:

which in turn will reduce the cost of production. Reduce production costs should increase production


Not necessarily increase production. Why would they build more? Production increases can only come from an increase in pvp which means loses.

Annihilator wrote:
Celebro wrote:

...

On another note would have been better if they had increased mats needed for manufacturing instead of ore regeneration being reduced imo.

- some time ago, the size of ore got halfed -> less transport grinding
- next is that the ammount of ore per cycle is increased -> a bit less grinding to get materials
- also the regrowth of the deposits is lowered -> less static mining

increasing the mats for manufacturing would be the exact opposite direction developement away from extreme grinding for low reward.

Not exactly the opposite as ore prices will increase and less ore on the field so it may be less static mining. Ok so more of a grind for builders who mine there own ores, but more nic/hour on miners who would be better of selling the ore to manufactures who can take better advantage on the material increase than others that have not invested as much EP in that trade.

Maybe I am wrong but this could level playing field with transport missions (nic/hour) and stimulate the market with a larger gap on specialisations between agents.

Beta corps moving to alpha just to mining titan, (time wise) would be madness to say the least, when you can just mine epitron and sell the excess ore in alpha and buy titan there. That will probably take less than half the effort so I don't see any reason to do that.  I am not saying it won't happen, but not on a large scale.

On another note would have been better if they had increased mats needed for manufacturing instead of ore regeneration being reduced imo.

3,169

(7 replies, posted in Feature discussion and requests)

Its not an instance, anyone can go there so it part of the sandbox.

Solo play is needed to get new players in. Right now this game is a niche of a niche and not many people are interested. We need to cater for different types of play.

Hoping this has not been discussed before.

Inspired by the 'Perpetuum with spaceships game'. This is an idea I have for PVE player content which is crucial to the success of the game.


Once you accept mission a location close to terminal is shown on map of a teleport point. This will allow you to go to a small island where you can completed your assignment objective.

This teleport will only show up to you or players in squad, but other players will be able to scan it down much like artifacts. To encourage scanning loot can be stolen from other players.

In these small islands all sort of different PVE expierence can be done.


1. Mobs do not spawn again you will need to clear the area to complete mission for example.

2. Mining spots for high value ore even epitron in small quantities can be mined even in alpha missions, lets say on rare occasions.

3. short cuts to other islands in game even from one pvp area to another.

4. Once you turn in mission teleport disappears.


This will improve PVE in certain ways.


1. No need to travel long distances teleports should be close to stations.

2. More stuff to scan and steal.

3. squads and solo players will suffer less from kernal farmers.

4. Incentive for miners and producers to get epitron and other ores not closeby.

5. In essence with the idea of other players scanning your mission area game still remains a sandbox.

Arga wrote:

Time is all that really matters in mmo's.

Any objective where the player is not actively involved lends itself to automation, but repetitive objectives that require full concentration quickly become frustrating.

Ideally, during a game session there will be periods with high and low levels of concentration required, which increases the number of times something can be repeated before becoming frustrating.

With something like travel, requiring concentration/attention at 3 points would be suffcient to reduce automation. At ICS-Alpha, you have to concentrate at 3 points, leaving the terminal to drive to the path entry point, at the path entry point, and again at the teleporter. Why this doesn't work is there is not enough time between concentration points.



This would probably feel better if there were 2 concentration points closer together, with an extended break between, even if the overall time to travel was the same.

I agree we need travel to be less of a chore and more of a semi afk thing at certain point of your trip. Completely straight land bridges and shorter travel time in certain aspects of the game specially for newbie missions.

3,172

(21 replies, posted in Recruitment forum)

ermm.... you forgot to mention can't have your own money, and I guess you need permission to leave nauwy outpost as most of their island is empty. Apart from that, one of the best pvp corps around.

3,173

(59 replies, posted in General discussion)

Moagrim wrote:
Kristan Delorian wrote:

Also who knows what kind of bots gonna be at new alpha islands. Maybe there will be 3lvl mechs. And new beta islands, more place for new young coalitions. Kernel flow will be fine, just wait and see.

Indeed, it will be interesting to see how it will play out when the new islands are introduced.

I just don't share your optimism about L4-5 Kernel research getting any easier regardless of the new islands being introduced and so on.

But, all in all, I fully agree with you that we will just need to wait and see how it all will play out cool

Tbh I am tired of the wait and see game, been checking user peak for the past month or so more people are leaving than coming:(

3,174

(104 replies, posted in Feature discussion and requests)

I second that, its already been hard to research upto t2 items. Now Its 50% harder or more expensive to buy.

Devs could at the least wait for more players to subscribe to reach the levels we were in before the big ore nerf, now less drops from kernals? By the time you add new islands I hope there are going to be players left to fill them.

Too many nerfs shows they haven't given it much thought in the first place, but anyways I still wish this game success. My optimism a few months ago in running low these days:(

-Inner Ring Excavations-- Alpha based corporation now recruiting all player types mining industry PVE and PVP. New player friendly.

Inner ring excavations recognizes that innovation and success stems from the individual. Pursuing one's personal goals and happiness motivates maximum effort, achieving the best results.We will promote the highest possible level of autonomy to our agents.

We welcome players who would like to work independently as well as players who want to form teams within our corporation, in order to improve YOUR personal success and enjoyment of the game. We are here to support your goals.

New Alpha Alliance formed with experienced ex-beta corporations, frequent PVP roams to beta islands!. If your are alpha based and would you like to grow with a new alliance and conquer beta islands this is the place to be.