I think its a great idea to reset Gamma. 

Also I think the changes are good (I hated 100 foot sheer walls made from dirt it was stupid) so long as they supplement the loss of vertical walls with structure walls that can be destroyed. 

Just make sure to do the reset just before steam launch.  I will come back for sure when that happens, and look forward to building another base, without 50 hours of vertical wall terraforming.

The old Gamma sucked.  Make impenetrable islands that would take days to terraform into and were boring as hell to defend (granted the 5 vs 5 base wars was part of the problem...but having a terraform war was lame)


Also hows the population in game looking?  Been bit by a nasty ARPG bug but will probably be in the mood for sex robots come fall...how far off are we from steam here?

477

(31 replies, posted in Recruitment forum)

Lies, im still recruiting.

Find me in game once it launches on steam and there are like...100+ people playing (preferably 1000+)

whatever happened to bobo?

478

(17 replies, posted in Open discussion)

its not what you think

this isn't a "drop windows for your pc" type of OS.

All it is, is a Linux based CONSOLE operating system for their upcoming steam box or whatever..its going to be so you can play steam games on their console.

You are not going to want to trash windows and all the functionality of your PC out the window and only play games on your PC...unless you do I guess.

if they can get some decent office software developers on steam (shouldn't be hard) and it has the ability to at least read MS office files...then ill gladly drop windows however.

479

(42 replies, posted in General discussion)

http://www.youtube.com/watch?v=wv-34w8kGPM

480

(15 replies, posted in General discussion)

o/

481

(15 replies, posted in General discussion)

Possibly someone from STC could explain how they destroyed our EW turrets that were on the inside of walls from the outside.

If theres a new glitch its only fair to share it.

482

(28 replies, posted in Open discussion)

Hmm...you guys are terrorist NC then....figures.  Obie i knew would go that route however.

483

(21 replies, posted in General discussion)

No to more EP. New players can already hop into a light mech and bypass assault bots...assault bots do need a better role in game and i assume to original intention of assaults wast to have the as a swarm type bot that all the newer players would use ect, which doesnt work when a new player can skip right to mechs.

Faster bot movement?  Well it would be nice, i guess.  The underlying problem is that the developers seem stuck on creating local markets, intentionally making it difficult to move across the map.  A great idea if there were 10k player on at a time and there were enough producers filling the markets.  Thats not the case.  I would like to see not only a more logical highway system in the game, but a more logical teleport system.

I think that if teleport worked as interzone beacons do, giving you the option to port to multiple location within range, would fix a lot of the issues.


Its my firm belief that a lot of the games mechanic problems rest completely on the fact that the game has so few players right now. Not all, but a decent amount.  Steam may or may not fix these problems.

I think a once a week re-draw of the ore spawns would prevent permanent fields that spawn on the worst of locations...also it would clean up grief miners who leave a few tiles or one dark green left on a spawn.

I dunno...once the server goes down weekly for maintenance  just have the fields respawn then....the server does go down weekly right?

One thing that needs to change is the mission system.  I know it was already changed to make it more "entertaining" and by entertaining rather than having to kill a clearly marked spawn you now have to do a  6-10 step run around.

Ok those are fine, but why not keep the old style where i can mindlessly kill a set spawn?

For the harvesting/mining....why do i have 4 missions for one ore type, one daily for another...and never see a mission for any of the other ores?  Harvesting is helio for life.

So for mining/geoscanning let me select the ore perhaps?  For combat let me select if i want a PITA runaround or if i just want to go camp a spawn for a bit and get some tokens? 


***...for combat you could have the old style, heres the spawn kill 15 of these guys and 25 of those...and then once complete interact to summon the sequer of death boss to complete...or something.


The games always going to be strange, akward and boring for brand new players, you dont get your long term goals untill you join a corp, when solo your just focused on how long its going to take you to max out what you need and how long its going to take you to  get the nic to buy the best bot...

486

(9 replies, posted in Feature discussion and requests)

Easy solution to a lot of the new player issues, relief from explaining the same mechanics over and over.

Someone make a new trial account who knows what they are doing, do a youtube video and narration.

Cover the basics both combat and indy, just explain step by step what your doing and why.  Also a "before you start" with the basics showcasing each faction and the basics ect.  explain things about how the bots fight, their role, what to expect in the first month and what to expect after 6 months ect.  Navigation of the client and how missions relations and the world works via world map teleports alpha 1&2 betas and gammas.

Then stick the link to the tube on help chat, or make it accessible in game.

Even if you guys redo the new player experience, something as simple as a youtube walkthrough makes a world of difference.


In all honesty, the tutorials are lame.  Forces people who know what they want to mine dirt ect. and do a terrible job of explaining stuff.  this could easily replace and just start players off knowing their goal is to grind mission rep until they figure out a corp to join and get real goals.


Also..sorry for posting in anni's personal complaint forum.

487

(31 replies, posted in Recruitment forum)

We are going to be aggressively recruiting new players coming from steam over the next couple of weeks.

Why join PHM if your new?

Well we offer advice and guidance from some of the most experienced player in game.  We can set you on the fastest path possible to whatever your goal is, be it industry, pve combat, or pvp.  We are very active in TS, we don't ignore new players and are always able to help out with the rough transition into the game .

All you need to join is Teamspeak.

Don't be afraid if your new and have no idea what the hell your doing in game to  join our Pretty Hate Machine public chat and talk to a recruiter, we don't care if your 5min into the game.

488

(14 replies, posted in General discussion)

Annihilator wrote:
OptiKhan wrote:

Maybe the green light release is an explanation? 

I would have expected the Devs to make an announcement.   

Anni - fix this comms problem please... all I hear is static!

must be that banner on your Teamspeak... its moving to fast...


Better than the cat with rainbows coming out its backend though...much better.

Thought the game was going to go live on steam yesterday/today

Any info on this?

490

(43 replies, posted in General discussion)


So much EP yet so little NIC.

Yeah rather than making all the LWF's the same mass reduction i would like to see stuff like a superconductive frame that reduces accumulator use, EM insulated frames that reduce EWAR effects, stealth coated frames to increase signal masking or make it harder to hit ect...of course all with a significant downside.

492

(20 replies, posted in Feature discussion and requests)

Annihilator wrote:

siege equip only makes sense, if the buildings are hardly destructible without it.

as it is, siege equip makes as much sense as light bots... theres simply no role for it when DPS = DPS, no matter the source, and just more = better.


I envision a nia where every bot has a role!

493

(38 replies, posted in General discussion)

You know what really grinds my gears?

How using the in game world map...it loads every other island im not on first, adding the one im on as last to load.  Makes quickly checking my map a total pain sometimes.

494

(20 replies, posted in Feature discussion and requests)

Just want to restate, the goal isnt to make it easy to wreck extremely expensive and difficult to make bases.  Building should be cheap and i think with construction bots would be a bit less painful (once the bot is built ofc)

I want to see lots of bases, and sieges that include lots of combat bots fighting along with a few massive and expensive siege bots....something that would require equal or more investment as the base they are sieging, if they really intend on destroying it.

And yeah...there should be more motive to building a base than there currently is...it just seems like a way people can create safe zones on pvp islands.  I don't really agree with the current ability to terraform a near implementable path across the whole island that allows any of the base owners tons of time to safe log, while blocking access from any other approach...on the whole island...

495

(13 replies, posted in General discussion)

IndustryMonkey wrote:

Interesting idea. -  although I like it less with all of this "Siege bots" talk thrown about.

Making my expensive investments easier to kill (easier to kill with less investment)  does not make me more inclined to want to make more investments.

Hey, seige bot guy here.

My suggestion for siege bots was to also make it easier to make the bases to siege.  I like this idea.  I like anything that makes bases/defending/attacking  more common, more complex, and more interesting.

Right now its a few insanely build and defended bases that are all but impossible to seige, and when you show up knocking on their door there isnt really any action.  Under the current system its expensive and time consuming...and well boring.

Anything to encourage more bases and more and interesting siege mechanics im all for.  Lets be honest here, terraforming in a harvester bot and using mechs to destroy structures doesn't make much sense, there should be massive and expensive siege bots for attacking and making/repairing bases should be the easy part.

Anyway i dont expect to see anything along the lines of a siege bot ever...or at least not for a very long time, stuff like that takes a lot of development.


My hope is that one day people are able to make small corps, go build a base, and have fun defending, rather than having to ally to get access to a super impenetrable base that the whole server would have to siege to destroy.

Anyway the fun should be in the building defending and attacking, not setting up a safe zone on a pvp island.

I like the OP's idea however, forcing people to expand the base would theoretically lead to territory conflicts.

Creation bots:  Bots whos sole purpose is to terraform. Big and slow and vulnerable.

Land Destruction bots: 

Bots whos sole purpose is to destroy terraformed land.  Very slow and large, high defenses against player attacks but vulnerable to turret and base defenses.  Im thinking like a bigass drill bot with lots of armor.  Has the ability to cut a small hole in a terraformed wall, doesnt need to be fast with it.  If successful in breaching the wall will create a choke point from which enemy players can enter the base.  Think medieval battering rams.

Structure Destruction Bots:  Bots whos sole purpose is to destroy turrets and buildings.  Think catapults but robot style.  Would have to be ranged...im thinking more like robot artillery or large missile launchers.  Would have to set up before firing which would take time.  Large and slow, must go through a long set up process before shooting and a long take down process before moving.  Vulnerable to everything.

Structure creation/repair bots:  Big slow and vulnerable.  They just build structures and repair them.


The whole purpose of this suggestion is to focus back on robots and players rather than turret walls and 8hr terraforming so we can siege a base tactics. However creating an attacking siege force should be risky (expensive) as well as slow and obvious.  Turrets might have to be modified to create longer range but only good against siege bots, as well as turrets to stop the normal bots.  My thoughts are to have the siege bots be very expensive where the corporation would have to work to create them, and then have to carefully choose where to use them, not a bot that can be spam produced and then swarm an enemy base.  With the artillery bots i was thinking more like mobile structure with a large gun, or an ICBM like missile launcher thats needs to be set up, go through a fueling process ect.  It would almost be like setting up a temporary attack base close to the enemy base.


Obviously this is all a loose suggestion, and something that would take time in working out the details.  I just feel that the current base and base destruction process is long tedious and boring, and after all that its usually not worth doing given the time involved.  With seige bots it might make it a bit more entertaining and game like.  I would also suggest drastically reducing the cost/time building structures (construction bot?).  More bases is better imo, especially if your going to have a series of bots meant to destroy them.

Possibly make them all gliders as its lame to have an EP category for one bot as currently.  I dont want it to turn into something where its pointless to have a base because its going to be so easy to wreck it, i just want it to be more enjoyable to take and defend a base. Making bases relatively easy to make would a good start, easy to make but perhaps hard to make good if that makes sense

497

(22 replies, posted in General discussion)

Industrial Sector wrote:

Spawns are good as they are now. Market is dead by other reasons.



+1

Difficulty in getting T4 research and the population is the cause.  Population is slowly improving though.

ICE = im fine with that

Buying EP: NO!

If anything just reduce the Extension requierment for MK1 bots and t1-3 mods.

However...we are getting to the point..with kickstart ect...that we have to ask ourselves...why even have arke and light robots in the game if were making plans to bypass the need for them due to lack of EP?  Should a new player be stomping around in a mech/heavy after 15 days?

499

(0 replies, posted in Bugs)

Well on my old computer all i did was copy and paste the perpetumm folder and ran each account on a separate shortcut.  No issues.  Was able to follow on one account lead on the other.

So i got a new computer, downloaded perpetuum, copied and pasted ect.
Now when i try to follow my other character it gets all goofy and seems that my keyboard is inputting to the client that im viewing and the one running in the backround.

Meaning when i target to follow then hop on the other account to lead and hit "w" both account will take off int heir respective directions, as well as when im typing on the one account my follow will target me when i hit T while chatting.

Ive tried moving one client to a storage HDD as well and same issue.

I assume this is a registry issue or something with my windows7 settings perhaps?  My old system ran vista with no issue.



Not suggesting this is a bug but a tech problem im having.  I shouldn't have to get a boxing program since ive never needed one in the past. 


As a precaution im downloading another perp client, however i know i was able to copy and paste the client on my other computer with no issue...so i feel this wont fix the problem

If anyone has insight or has fixed this issue let me know.  I haven't really putzed around on windows 7 so it may be a setting i need to change for all i know

500

(3 replies, posted in General discussion)

Ludlow Bursar wrote:
Stranger Danger wrote:

Ive noticed corps dont seem to be actively recruiting...at all...to anyone

I know this not to be true for at least 2 corps.


They dont seem to be, not saying corps are not recruiting, but if your new and hanging out in chat you wouldn't know.