1

(1 replies, posted in Localization)

Hello everyone!

To avoid spamming and duplicate posts, please post any and all mistakes in slovenian translation here.

Thank you.

Alexander wrote:

Field Containers should be destroyable but have a size of 0.5m hit disp and arkhe resistances.


Good idea on resistances. The signature dispersion is a bit odd, as it is simply a DPS modifier for bots. Unless you meant to say that Mechs should have harder time destroying containers than light bots, then a sizable armor hp modification should suffice.


o/

Joined Axe on day 1, no wait, it was earlier than that, haven't regretted it smile


Offering corp ops, pvp, pve, carebear stuff that i dont want to go into, manufacturing, an odd corp theft here and there, corp espionage (this is a nice tricky one tongue), all in one bundle.


Sometimes boring, sometimes not, the game is what you make it, but we can help you on the way.

o/

I thought they were already 0.o Shows my knowledge of the game tongue I support smile

Dammit you're worse than M2S. They at least know they're trolling and enjoy doing it, you have no idea what you're doing. If you can't accept a simple mathematical example that i provided you to show you that your idea is flawed, only death and god can help you.


First you dont want me to bring RL into anything, then you do it... sigh. Oblivious trolls, best trolls i guess.


You do not lessen anything by adding 25% speed to EP. You lessen it by adding 2x, 3x or 4x speed. Which you yourself don't even want to do. I see no reason to implement this into game for such negligible amount of extra EP as there are other ways of raising newbies' interest in the game. If they want to play EP gathering online, there are plenty facebook games that do just that. Or they can play eve-online, gather isk for +5 implants and hope to god they don't forget to buy a new clone.


Done with bumping this post, go lie in a corner.


o/

Yes yes yes, good idea, easy to implement, does wonders to gameplay.

o/

Seridur wrote:

@ Triglav
So why are you crying for you 10 years vet status? Just make up your mind already. I never suggested that new players should be "equalized" instantaneously .. now until you have something constructive to say please don't post anymore. And I mean it even more offending way tongue

Actually the math could be more complicated: more bonus if the difference is bigger whatever


Eh stop trolling.

EDIT:

also this.

While we are at it, give all the 6th graders high school diplomas, because they are disadvantaged.....or just give them completion of a grade every month until they "catch up".

Replying to op:

Then you have a limited imagination. If you don't do it, that doesnt mean that I or 1000 other players dont do it.

Also for the heck of it since I have currently nothing better to do, let's analyse your math.

You want to allow 20-25% boost to people until they reach 90% of hypothetical day1 char.

Ok, now example:
Game is 5 years into the future, 2015, novembre 25th.
People have ca 2.6 mio EP. You want to give a noob 25% boost, which they'll have to play with for 20 goddamn years to catch up to older players at which point they will have 10.5mio EP and they wont give a flying duck about older players anyway.

So you want to implement a feature that gives a sheep's d**k more points of EP/time to new players, so they get more encouraged? And they'd have to pay 20 years for it?


Now unless you want to make sense and give at least coherenet numbers when you post your ideas into a new thread and suggest it to the devs in public forums, please don't post any more. And i mean that in a most offending way smile



And find other ways to get new players motivated.


o/

As the last 2 months have shown, the game is VERY playable and fun with low EP count, and i believe that in time it will become even more varied, so that a 9 month or 10 year old vet will be able to distribute those points into areas that today we cant dream about.

Now this fact is important: a new player will be able to put the same amount of points in the same amount of time into A NEW area, that today doesnt exist yet, so those players will be equal in that area at the time.

If a new player got their EP faster, then you effectively say that old players become stupid with time and accumulate EP more slowly and are thus less able to adjust to new game content. Thanks but no thanks. I dont want to create a new char for every novelty that's put into the game so I can have it as fast as the new guy.

But the fact still remains that level 1-5 extensions are so goddamn cheap in this game that a newbie at any point in time should be able to have fun playing this game.


o/

Also 1 other thing. I think that slope capability is calculated when you login / deploy to terrain ,so that the map of the island is calculated for you where you can go and where you can not. This can not be changed on the fly i think with current mechanics, but is doable otherwise smile

I could be wrong and the DEVs already have it cooked up tongue


o/

Big f* NO.

There should be a difference to when you started playing a game and when your char started developing. As we're talking about mechanical beings here that accumulate "ram-like" EP points over time, this can go indefinitely and in 10 years a 10 year vet should have a LARGE head start compared to a noob.


Motivate new players some other way.


Also it's only been 2 months since the game got out and you think new players need morale boost? Get real. The game will survive for a few years i'm sure, players then won't notice 2-months difference in EP. And if players want to have every bloody thing the first month, they can by all means go play star trek online and see where it takes them. Where no man has gone before for sure.


o/

Jasdemi wrote:

I'm not a programmer, but I can't imagine that it's so hard to implement or that it will eat all server resources.


hm. Imagine you have 1k items in your hold, a bit unrealistic, but doable. All of them have different mass. Now you decide to put some of them out of the can. And you for example made a mistake, you need to put them back, and others out again.

Every item must be tagged in the database where its positioned, probably by placeholder IDs. If that means 1k item stacks for 1 cargo hold that may be moved with one drag and drop and then moved again, that means 1k database entries updated x2 with their new location. Per player. Then you need to find them and calculate the new weight, then calulate the new speed and slope capability and apply them to the robot.

And this should happen for every can looting, every reloading, every mining, harvesting, stack splitting, storage stacking,....


The process can be optimized to an extent like only updating latest changes in cargo hold contents and adding /subtracting the differences only, but that system can make mistakes easily and you can never optimize the extreme problems like adding the complete cargo at once. See where I'm getting at?


Cheers o/


EDIT: cleared some typos.

Probably because robot attributes are calculated at deployment and making cargo weight it down is a pain on database for every difference in cargo.

I'd actually love to see it happen: cargo weight factor on the bot speed AND passability. It would have to be implemented as type of effect, like demobbing, but it's doable, although server cpu time unfriendly.


o/

EDIT:

reread your post.


I do not support the idea that certain types of ore should only be located on certain islands unless those ores are only needed to create tier 5 or 6 item and are otherwise unobtainable. Then you can distribute different tier 5/6 items to different islands.

Currently the game is in a state where a lack of any ore anywhere would result in perhaps too chaotic consequences.

Given 3 years? sure why not.


o/

15

(12 replies, posted in General discussion)

alfri wrote:
Alexander wrote:
alfri wrote:

I dont understand.
Amd x4 955+gtx 460+win7 all low lewel detail.10-15 fps
another pc intel coreduo 6750+8800 gts nvidia+ winxp high detail 30 fps.

Make sure your drivers are up to date and you've got the most up to date DirectX9 installed.
Shadows tend to cause a lot of problems and on a computer like that you should be getting 60+ FPS (Depending if V.Synced or not). Turn shadows off if they're on.

I've been using Windows 7 from the get-go and I've never had that many crashes. large combat only. This game doesn't like Radeon or AMD very much but I find it hard to believe a different processor would cause a drop in FPS.

Are you noticing an FPS drop in any other game?

my first pc is new.The driver are the last go out.i havent problem with other game.in perpetuum i play without shadow and aa.

I play with max detail and aa and fps varies a lot, from 10 to 60.

As some1 said already, P is badly optimised. Give it a year smile And dont worry, you dont need high fps that badly, unless you pvp. And if you pvp, drop all details from gfx anyway.

C'est la vie, don't fight it smile

o/

Supported, but only for charactes with a new "tactical mod" fitted. Want better fow? get equipped for it smile

o/

I support 3 targets on arganos. Op presented good arguments.

While at it, do the same for laird tongue


Cheers o/

Hehe always rely on m2s to bump your post with st. (not saint) remarks. Thanks smile on the other hand lullabies would be awesome.

Try this one as it's from Perp's devs:

http://conspiracy.hu/release/64k/chaos_theory/


Just DL the first file and run it - it's full of awesomeness in 64kbit of space. If you dont believe me, here's the utube file:
http://www.youtube.com/watch?v=ZfuierUv … re=related



Yes, pls make your lullabies part of station environments smile))


Cheers.

Hi there.

Currently, when docked, there is a large empty blue/yellow/green desktop looking at you, a spinning station and a could-be-spinning-bot-structure.


1) I suggest that you add some large shiny interactive buttons around the spinning bot: repair, equip, cargo.

2) I also sugges you add bigger shiny buttons around, above or over the spinning station - all station services. The buttons at upper right are really far to reach, I have to recheck their meaning half the time, they are very small for gaming standards and difficult to discern.


That's it, cheers o/
T.

20

(40 replies, posted in General discussion)

Yarr I cant rate the game on mmorp, with reged account for quite some years...

Any workaround?

Again confirming this with Armor repair extension.

with level 5 armor repair extension
armor reppers should have 11.25 cycle time, mine is showing 12.
base 15 sec * (1- 0,05 * 5) = 11.25
base 15 sec * (1- 0,05 * 4) = 12

Same with remote reps:
Base is 20sec, mine remains at 16 (with L5 armor repair, this should be 15 imo).


tootles o/

T.

Confirming this bug for the extension "rapid firing".

My test ( can post scrnshot, just tell me where i can save the file as i've never posted pics anywhere...excpet facebook) was testing my standard light ACs.

This math is unconfirmed tbh, but if

cycle time = base cycle time * (1-extension1 * level1) * (1-ext2 * l2)  * (1-botbonus1 * botlvl1) .......

and example: ACs
base cycle = 3.2,

using
general firing 8 and
rapid firing 4

the result is = 2.67 (ingame)

however the math says that it should be 2,59.

If this is a bug, it'd be nice to have it solved smile if it's a feature tongue is cool, just say so smile

o/ T.


EDIT: oh and the 2.67 result is exactly what i would get using above math with general firing 8 and rapid firing 3.