101

(5 replies, posted in Bugs)

Doek wrote:

Fairly well-documented effect:

https://en.wikipedia.org/wiki/Wagon-wheel_effect

holy sh***, a ghost.

wb

102

(5 replies, posted in Bugs)

DEV Zoom wrote:

Depending on your fps, it could be an illusion.

like helicoptoer blades, or wheels of cars in movies?

i don't see a single reason why a fully t4 equipped robot should ever be cap stable, without external help. maxed extensios or not. there

and you can be stable, with only the help of a scarab standing next to you.

3 offtopic, one on topic comments... great.

erm line... i dont think that the MGs need more damage, they need there AP consumption adjusted.

BUT... all damage tunings need their damage component adjusted with this patch. not much, but at least 10% damage at T4 should be done. (keep cycle bonus and crit the same)

i dont't know what you guys are talking about regarding industrial tunings -> especially Goffer

i was mining liquizit yesterday with my riv mk2... 5t4 tuners and 5 t4 med miners. accu stable.
actually, the only thing i had issues with this whole time, was that i have never mined so much liquizit in such a short time.
1.5 mk1 scarabs full in one hour.

or in other words - my riveler is FULL in 1 Minute and 20 seconds.
Remember - liquizit, together with epriton has the WORST yield. Compared to that, HDT or Titanium would fill my cargo in 40 seconds!!

guys... if you can't handle the AP costs per cycle - don't fit all slots with tuners. its as simple as that.

Blocker wrote:
DEV Zoom wrote:

I don't have to do anything about that, NPCs are using the same modules and their robots have the same accumulator as players.

Ohh really?? Damn those T3 mods observers drop seem pretty OP to me.. Where can I get some of those ?

erm, NPCs use the modules they show on the chassis-scan, but they have modifiers similar to our extensions. observers have higher modifiers then player could ever reach.
tuning-stacking NPCs are not that common, so its probably hard to tell the difference.

looks like neuting NPCs is now a comparable energy efficient method, when you get firearms that consume as much energy for less impact.

to make that clearer -
the (supposed to be) accumulator based weapons, the Lasers:

  • T4 HCL Laser
    Accu: 4 AP/s
    DPS: 21.66 %/s

  • T4 LCL Laser
    Accu: 3.84 AP/s
    DPS: 32%/s

the short range weapon does 1.47 times the DPS, for mere 0.96 times  difference in AP consumption.

the AP consumption here is almost equal, so the tunings penalty, of only 30% more accumulator doesnt shift that difference that horribly as it does for firearms.

Dear DEV Zoom
with the recent change of Tunings, to incorporate a penalty,
i discovered a small ... or should i say, rather big imbalance regarding the BASE accumulator consumption of the two medium T4 firearms

they both consume 2 AP per shot

the AC has a cycletime of 8s
the MG has a cycletime of 3s

the MG has 1.44x the DPS of the AC, but as it is now, 2.66x the accumulator consumption!

with the new tunings penalty, this difference grows exponentially with the number of tunings - but not the DPS.
so the tunings usabilty is not the same for both weapons of the same tiear and class.

suggestion:
1. you equalize that by adjusting the base accu consumption of the MG to 1.08AP or
2. you make the tunings somehow do the same thing on all weapons.

btw. i have only checked t4's since by design the other tiers are just crafting components.

i think the change is ok.

i am confident DEV Zoom did also up the accumulator consumption of all NPCs that are supposed to have tuners fit.
...
really, i am confident that he did that, if he had to do that manually
really...

Zoom, did you do that?

109

(23 replies, posted in Feature discussion and requests)

Altera wrote:

But if I am in a terminal, I should get to choose to take my assets or not.  You are forcing me to leave all my assets because you want to kick everyone from the terminal once it becomes locked.  I should get to choose when I leave the terminal and what assets I can haul out safely at the time of my choosing.

but if i meet you on terrain, i want to choose "drop my cargo into a safe location on alpha first" before you open fire on me.
wait, the DEVs intentionally have implemented several game mechanics just to avoid that. (demobs, combat-status with locked cargo-delte or field terminal access, molecular instability, teleport beacon charge timer, etc...)

you get to choose when to leave the terminal... ~8 hours between every sap, and according to CIR/PHM propaganda, you  get several DAYS to do it, because outpost stability needs to drop from 100, down to 0, and then back up to 50+ before your assets are locked away.

nice change on the tuners
its about time

i hope that did include range extender

the changes on gamma are cosmetic though

edit: how does that affect firearm and missile tunings? both weapons hardly consume any energy, a penalty there is kinda meh

edit2:
ok, so firearms and missile tunings increase power consumption by 100%.
for firearms, especially MGs, thats ok.
but for missiles that have a low rate of fire, even with hundreds of tunings i don't think that makes much of a difference

also, what i do find REALLY BS... its the same penalty on ALL tiers, including T2 and prototypes.

30% on lasertunings
50% on magnetic tunings
100% on firearms and
missiles

nothing for range-extender, schield tunings but 30% on armor repair tuners?

edit3:
my PVE Seth mk2 emties out in 27seconds (machineguns, 5 prototype tuners)

111

(23 replies, posted in Feature discussion and requests)

Line wrote:

No need, actually. Noone forced you to leave that stuff there, so noone to blame it got locked.

All we need to do, is to slightly change Spark Teleport mechanics. Once OP owner press "kick" button, you should automatically spark to either closest open terminal, or closest Alpha, or even your starter terminal.

Once you are outside, you are free to prepare an army and retake ownership so you can then kick your enemies aswell.

Only thing - it should check offline players too. kicking those will be more or less similar to destroy a gamma base while someone is logged inside. Except in case of beta kick your assets remain safe.

good thinking  +1000

tbh, i think the DEVs never did that, because they always wanted to give those IN an outpost a chance to evacuate that robot they have in there.
IMHO an argument for a minority that may not have a replacement robot at alpha, that doesn't outweight all the arguments for just kickick everyone without docking right out.

112

(23 replies, posted in Feature discussion and requests)

Altera wrote:

Wow, just wow.

If the DEVs follow up with the bad idea, then they better also move all equipment and bots from all players and corporations that don't have access to those terminals to a terminal that they do have access to.  I don't think you can do one without the other.  It wouldn't be fair to move players while some or all of his stuff is now inaccessible.

easier done then written. there are countless field terminals spread across the islands wink
also, whats the difference between not beeing ablet to access stuff in a terminal that you dont own, and a terminal that you got kicked out from?

113

(23 replies, posted in Feature discussion and requests)

docking to terminals became an obsolete game mechanic in June 2015.

114

(23 replies, posted in Feature discussion and requests)

oh, this again... Terminal chat.

its not that this topic is older then NSE or CIR corp to begin with.

little history lesson: "we dont want station games" was a driving factor in many game mechanic decisions. strangely enough, it led to what we have... station games.

even the DEVs said at one point, that they want to anonymize terminal chat for non-owners.

sounds what the overall plan for NPCs was some time ago...

you know... like some rewarding, overwhelming strong npcs roaming randomly around the islands. namely called "observers"...

nice idea there... i hope it will be considered somehow.

Rugerx wrote:

When are you going to add large robots? I mean who stops at medium weapons and calls the game complete?

large weapons are only mounted on defense turrets.
game is complete wink

wow, for a moment i really didn't see that "or" and thought you really asked for releasing heavy ewars...

just imagine the well balanced situation when you have to face a robot with 8 headslots (the max possible for the current equip screen).

118

(6 replies, posted in Q & A)

Josef Schlevinsky wrote:
Annihilator wrote:

well, you would do find it if you would click on the "Media"  link up there on this page wink
http://music.perpetuum-online.com/

The OST on that website (Bandcamp, as I said) doesn't include the main menu theme. Believe me, I've downloaded it several times for different devices and listened to all of it, even the Extra track.

sorry, i didn't notice the "Bandcamp" at the bottom of the OST page.
thanks zoom for linking the missing one.

xm files... brings back memories of Amiga and 486er times tongue

119

(4 replies, posted in News and information)

beta archive down now?

120

(2 replies, posted in Q & A)

does it come with AIDs in artifacts?
niani protector NPCs
or anything else?

121

(6 replies, posted in Q & A)

well, you would do find it if you would click on the "Media"  link up there on this page wink
http://music.perpetuum-online.com/

DEV Zoom wrote:

Graphics-wise it's not specific torso slots that have to be prepared for the modules, we have armtype IDs, which control how the weapon models are aligned and connected (sideways, upwards, on arms, etc.). And for the game logic part we have a simple config for the chassis that says which slot can take which size/type of modules. Mostly what I did so far for the new robots is changing slot types, removing slots, and sometimes reordering them. But it's probably worth experimenting some more.

its worth, if you also find a way to balance stuff wink

we all want to run around in a seth like that, or see gamma turrets that use the base of the old police towers.
i am not sure, but did this funky module on the symbionts shoulder every make its way into your database? Even in the robopedia, you see the symbiont with the small grenade launcher (i know that isnt in your database) and the "AoE plant remover", as Mancs called it at that time.

right now, i am looking for all the 3D assets you have already ingame, unused, that you can recycle for new content.

123

(20 replies, posted in News and information)

Gekko wrote:
Annihilator wrote:
Gekko wrote:

They have a 3D model? O.o

They?... No
their former 3D Artist... Yes.

It just gets weirder and weirder.

IMGUR seems to work again today.
I have put it up into my collection of Concepts that will never make it into the game
There was even a concept of a 4-leg chassis that looked like a Protoss Colossus.

124

(20 replies, posted in News and information)

Gekko wrote:

They have a 3D model? O.o

They?... No
their former 3D Artist... Yes.

you are doing a good job at finding good looking combinations of the few body parts you got.

though, since you have changed the Hermes' lower body to the termis tracks (because sequer tracks already used by two other hybrids then),
the smooth torso of the baphometh doesn't fit that well, and i though, maybe the more edgy torso of the waspish would do better.

on a sidenote:
it seems you have at least unlocked the skills to put existing weapons on torso slots that haven't been prepared for them in the past (the change of the weapon layout on the waspish).
since all the weapons tucked to the defense sentry, are already fully animated and rigged ingame - can you later make hybrids that can attach those? as proof of concept, you surely remember the picture i had uploaded of the Seth with the Sentry-Laser.