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Ok 3 minutes was only the simplest one in the combat category, it is actually 3-9 minutes on average when looking at all the combat templates.
We'll see how the new rewards work out (it's hard to predict exactly due to the complexity) and modify the token shop prices if necessary.
Average time it takes to finish a level6 combat mission: 3 minutes (from our own statistics)
Level 6 missions needed to get 100k tokens: ~322
That's a little more than 16 hours.
I chose not to tell the exact changes because they are not representative of the changes to final payouts and I'd rather see people get their own experience.
What I have in mind for level 6 beta missions is about 10-30 million per hour.
I don't know what you mean by "again" since IIRC this is the first time that specific objective rewards are modified since random missions are in. And yes, average combat mission payout was way more than what the higher risk would imply.
Server will be down on 2016-02-16 from 15:00 servertime/CET (14:00 UTC) for the deployment of a few important fixes. Downtime will be less than an hour long.
In the past Perpetuum was subscription-based. In April 2014 we have changed that to a "buy once, play forever" model.
When the change happened, old players who had at least 3 months of accumulated subscription time received the game for free. Looks like your account had only 1 month, so it's currently inactive and you would need to buy the base game to play, yes.
Line wrote:But why it's mostly Grophos it gives?
Dunno, ask the random gods (or Valve).
Shiny
Found the problem: when you get ANY error while equipping/removing a module (e.g. overload error, or even a cargo full error), the CPU/reactor values of the modules on your robot will revert to their default unmodified values, and that's why you can't put back all of them anymore.
I think it's because when you remove the coreactor the server does a rollback because it doesn't let the robot become overloaded. But the rollback is incomplete because the CPU load of the coreactor stays on the robot. Or something like that.
Ok I was able to reproduce it now. It starts when you remove the coreactor first and create an overloaded robot with that.
But I can see that your reactor load in the second image is higher than before, even though it has less modules fitted. Unfortunately I couldn't reproduce this yet.
Something else must be in play here. I recreated the exact Mesmer configuration like on your first image, went to a field terminal, and took down and put back my modules without problems.
Isn't the most important thing nowadays to get new players? It helps with that.
Steam Trading Cards for Perpetuum are now available!
Here is a new devblog with the details:
http://blog.perpetuum-online.com/posts/ … ing-cards/
...and it's not overloaded? I don't quite understand.
Ville wrote:Happened last time you restarted the server. I want my cryo back.
Read the previous patch notes again then.
Ville wrote:@Zoom what about gamma base energy?
That was fixed in the last patch and shouldn't happen anymore.
This is probably the 5th time I'm writing this down, but the mission rewards won't change a bit, only the sharing method in a squad.
Server will be down on 2016-02-10 from 16:00 servertime/CET (15:00 UTC) for the deployment of patch 3.7.4, including a few fixes and a participant listing feature for assignments. Downtime will be about 1 hour long.
Patch notes:
http://www.perpetuum-online.com/Changelog:2016-02-10
You mean the heatmap tiles?
Will change in the next patch.
Removed that bit from help, thanks.
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