ALso you can queue for ECM or non-ECM matches by type.

+1000000

also pls add a rating system

and achievements for pvp kills, plus pvp-gear pls pls pls

They don't call it Doomhalarn for nothing.

155

(42 replies, posted in General discussion)

OMG YOU PLAYERS... ALWAYS COMPLAINE..................

There's World of Tanks, too.

157

(133 replies, posted in Balancing)

That's a boring and generic way to fix/rebalance something, Zoom.

158

(27 replies, posted in General discussion)

Azyre wrote:

I like how I can spread good values.

RIP bobo1994 sad

I believe Dev Zoom should add Stranger's version of TP to the Cash Shop, for a healthy 15$.

On a more serious note: great idea burial, devs should really at least for one time listen to your ideas and actually add this. The volume of that teleport beacon must be 911 U.

160

(17 replies, posted in Balancing)

Celebro wrote:
Weedy wrote:

All I can see and say, is that voices of reason have abandoned M2S.


Weedy, go troll some where else, this is balancing thread not corp dialogue. If you want to challenge my opinions, then do so and explain, not with 'herp derpity, it is volume not mass'.

Why just not admit the apparent flaw in your logic.

161

(17 replies, posted in Balancing)

All I can see and say, is that voices of reason have abandoned M2S.

162

(17 replies, posted in Balancing)

Celebro wrote:

I have calculated commodity volume for a castel:

Commodities required: 4.77U

Castel packaged Volume: 6.00U

Something odd still going on?...

It is volume. Not mass.

Herp derp.

163

(43 replies, posted in General discussion)

Arjha Shanoo wrote:

afaik the first live player account was that of a former beta GM that doesn't play anymore - subbed isn't the issue here, he was just the very first to log in roll

I think the "highest EP-count" should be measured by the whole day of Perp going live at least, not just the first few minutes - there aren't that many players that have been subbed since then, but even less that were subbed and didn't take a gaming break.
Cheers for those that are still here! big_smile

You are quite close, there is something more than that though.


Annihilator wrote:

first loging afaik doesnt matter.

you could sub your account during the downtime between beta and preorder time. EP generation started at the moment the DEVs pushed the "start" button, for all those accounts already subbed at that moment.

so, the only way to have more EP then all the other, still subbed preorder accounts, would be a bonus given by the DEVs to that account.

thats what i know...

Good point actually; but even MORE than that!

As the time passes, of course the difference in EP makes less and less difference; however, if that same difference was found out on release, that would've been a HOT topic, especially considering the numbers and composition of playerbase at those times...

164

(43 replies, posted in General discussion)

Sure it's been subbed for all that time?

165

(43 replies, posted in General discussion)

Maximum amount of EP accumulated since release however is a bit higher than this (available to players that is), and some singular accounts indeed have it.

Hence,

Blackomen wrote:

Rawr, I was first to 1mil \o/

there is a very high chance that Blackomen's account is the first account to hit 1 mil mark indeed (perhaps, it is even the only account with the highest EP in Perpetuum). Could be 2-3 others, however I have no direct indications of that

Guess How? Bo-Tang knows the answer...

166

(165 replies, posted in General discussion)

I hope I did smile

167

(165 replies, posted in General discussion)

Ville wrote:

Weedy, simplest solution is not spawn ore spawns under mobs.

Weedy wrote:

Kaldenines' idea seems to be the only fitting choice so far.

Kaldenines wrote:

Would it be possible to just limit ore spawns to places without static NPC spawns?

Bro. Reading. It does wonders! Sometimes I start to believe in old Soviet propaganda about US', shall we call it, deceleration of education big_smile

168

(165 replies, posted in General discussion)

Ville wrote:

Weedy if you actually mined in the expansion you would know even with accumulator exp and energy  management 10 improved shield 10 and all shield hardeners some spawns can't be tanked. So the alternatives are a chain of energy transfers on multiple characters or have someone farm them and on beta neither are really feasible with can explosions now.

And now we might get to see a  cap stable medium miner on an Argano!

Weedy wrote:

Also, we still have neut/drain mob spawns on alpha, will you try to change the feature (i.e. bonuses) in such a way that miners while mining are going to be stable against even those?

So if it's already so damn untankable, why not find a different solution? Kaldenines' idea seems to be the only fitting choice so far.

169

(165 replies, posted in General discussion)

DEV Zoom wrote:
Weedy wrote:

So why did it have to be a challenge to fit and skill a miner properly before, and now it suddenly shouldn't? Why wasn't it simpler from the very beginning? smile

Because as you said, conditions have changed. Back when mineral fields were fixed, that was the only challenge. And this topic is about the new challenges miners must face due to the fields spawning under NPCs, which may be too much in some cases.

But then it's like like cutting off one element of the gameplay to cater towards another element. From my perspective I just really doubt it's a good idea to do because it shallows and simplifies gameplay and it's something I don't want to see happening; but again, opinions are subjective. Also, we still have neut/drain mob spawns on alpha, will you try to change the feature (i.e. bonuses) in such a way that miners while mining are going to be stable against even those?

I would really like to see some more witty ways around instead of cutting a part of something that has always been there and worked perfectly. Can't suggest anything at the moment though, however my job is to give you an opinion at least smile

170

(165 replies, posted in General discussion)

Cause it's a part of character progression. If you want to use higher tier of modules and mine faster and in larger volumes, it should require some adjustments and thinking, doesn't it? The more challenges there are, the more interesting it gets, how to find your way around.

So why did it have to be a challenge to fit and skill a miner properly before, and now it suddenly shouldn't? Why wasn't it simpler from the very beginning? smile Of course if we are orienting towards newbie-friendly measures to help them start their gaming progress easier, then yes, I see your point. But is it actually the right angle to look at it? There need to be more drastic measures to attract new players and make mining more appealing rather than fixing something that has always worked fine and appropriate.

Of course, conditions have changed, now ore is travelling across the island, sometimes getting under the mob spawns, etc. But I really don't think accumulator going to solve the whole issue. And generally, with the population increase (it's what we are aiming at, eh?), you don't want people to be mining easier, faster and better. You want to increase the challenge, so ones who can break the obstacles get more benefit, look it at like a sort of alpha-industry-competition part.

171

(165 replies, posted in General discussion)

DEV Zoom wrote:

We had a little talk with DEV Alf about how could we make miner/harvester robots able to defend themselves more, and one of the ideas is to switch their module CPU usage bonuses to miner/harvester accumulator usage bonus (and compensate the loss of CPU on the robot's base CPU).

This way they would have more energy left for shields and stuff. But we also have to be careful not to make them too OP in their PvP support role, which is why we'll probably split the miner/support role so we can better balance it. But this is only a loose idea as of yet.

-1

One of the challenges before was to fit your miner with proper modules and extensions to keep the accumulator stable while mining. With the miner/harvester accumulator usage bonus it looks like energy management / accumulator expansion at 5 will be more than enough. I doubt it's a very good idea. It has already been made 'simpler', now it's gonna be even easier?

Come on guys, don't let me (and the community!) down. You forgot to mention one very important thing:

NERF ERP!!! fuuu

173

(18 replies, posted in General discussion)

Well, if you wouldn't mind Spanish... roll

174

(71 replies, posted in Guides and Resources)

Kaldenines wrote:

Maybe some light grey shading or some kind of light grey outline/picture/pattern in the background would work.

+1

Otherwise, great work!

175

(11 replies, posted in General discussion)

10/10

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