26

(37 replies, posted in Guides and Resources)

yes

As we start to see more Mech's and Heavy mechs in the game ... is it just me or do they look a little ...odd.

Big hulking bodies (check), excellent Concept art (check), tiny baby arms (ch...hold on a minute!!)

it could be because they have... no medium weapons equipped?
compare the screenshot linked there: http://forums.perpetuum-online.com/post/11935/#p11935

and the Artemis with medium lasers equipped: http://www.perpetuum-online.com/Robots/Artemis

28

(26 replies, posted in Balancing)

*Topics merged*

29

(1 replies, posted in Feature discussion and requests)

use the search, please.
http://forums.perpetuum-online.com/topi … ocal-chat/
http://forums.perpetuum-online.com/topi … bble-chat/

30

(13 replies, posted in General discussion)

Alexander wrote:

They need to make a strict rule set for returns. A simple "No returns while on PVP island" would be cool. Alpha island (Non-PVP) should be returned if it can be proved you weren't online...

As far as i know, there is a strict "no revive of bots destroyed in PvP combat"-rule already.

I think it was mentioned early after release, when someone wrote that corp claimed that their bots got refunded after many of them crashed during an intrusion event. DEV Post here

*edited bolded part in*

31

(5 replies, posted in Resolved bugs and features)

I'm missing one important information there:

Your Geoscanner accuracy. I was told that it also affects Area scans.

If its a syntech or standard scanner equipped on an arkhe, then i dont see a serious bug there.
If you get those wrong results with 100% or more accuracy, then can understend your feelings.

32

(2 replies, posted in General discussion)

*topic closed*

PM me if you think your question really needs a seperate topic:
http://forums.perpetuum-online.com/topi … nst-mechs/

no bug:

Optimized Engineering wrote:

Each level of this extension reduces the CPU usage of engineering equipment by an additional 3%.

1. shield hardeners are not in the "engineering" category on the market
2. shield hardeners are headslot modules
3. there is another extension called "Optimized shield usage", which could affect hardeners, but the description doesnt say so.

34

(37 replies, posted in Guides and Resources)

should be still ~4 days left for the first agent created in beta

35

(5 replies, posted in Buying Items)

what they wrote - Trading accounts is against the EULA

36

(12 replies, posted in Feature discussion and requests)

*topics merged*

your transaction log shows you at leas partially what you are requesting.

this sounds more like an bugreport then something to "discuss"

*merged*

i can confirm - no roundin error there, no bug either wink

40

(17 replies, posted in Balancing)

The Arkhe will face some changes... not as drastic as some of the suggested, but enough to reduce their PvP value.

Missions disappearing is a bad idea. A dimishing return formula applied to the reward doesn't sound bad. I want the standing falloff to start after 1.0 already, and in my opinion the NEGATIVE standing should increase (similar to the CT damage. the higher your % on the CT is, the more will it wear down per cycle)

i dont like that the lvl1 transport missions all having another alpha terminal as destination. They should send you either around the three terminals (1 line, not 4!), and others should send you to the outposts where you get lvl2 missions (there are almost no terminal->outpost transports, right?)

Concepts for Modules:
~mastermind type answers when making a guess on a container in exchange for steep accumulator usage~

wouldn't that just make it simplier for a macro to hack someones container?

~stealth until action performed, with restriction to other modules equipped, such as no weapons, harvesting, etc. Constant accum consumption~

There are some "stealth" concepts planned, but i don't think that they will implement the full-invisible mode known from other mmo's
(Thats where my earlier comment was aimed at)

~ability to see when a container is a dead player vs npc vs lock, etc, in exchange for moderate accum cons~

The ability to see, if a container is locked or not, is something that was already requested many times, and IMHO should not be something that needs a special bot or extension.

~allow for quick targeting of players for purposes of checking hp% only~ (for picking off corpse steals on the battlefield)

Rather then having an extra bot/mech or extension for that, i would like to see that as squad-leadership extension, to share intel of targets locked by other members of the group.
Also, how much faster would you like to lock? there are already bots/mechs that can lock in 2 seconds, up to 6 targets.

something that can become invisible, lock faster, and probably disable someone who is grinding NPCs in open PvP territory is hard to balance after all. You may get that already with just a change of the Radar feature in a future patch.

dunno why, but your list is missing a "2x damage for attacking someone from behind"

43

(31 replies, posted in Balancing)

hmm, why do we have two identical topics here?

i'm closing this one down, please continue here

Thadious wrote:

I agree with getting rid of the infa-kernel buy option... there is no reason for it other than to promote farming.

its one of the two options to get NIC from NPCs - grind missions, or grind Kernels.

Flint Ironstag wrote:

Would be nice if we had a hot key that would close ANY window that's focused. Ctrl + W or something.

or simply... "Return" should close any popup with an "ok" or "close" button.

45

(6 replies, posted in Feature discussion and requests)

AFAIK, its not "leg slots" for the database either... its "engineering slots"

46

(13 replies, posted in Q & A)

you have to use a t1 item to create a t2 prototype.
you CAN'T make a higher Prototype out of a lower Prototype wink

47

(10 replies, posted in Balancing)

out of curiosity - what is "meta" gear?

i think one of the problems here is, that the logs are seperated by time, not by entries.

if your running hundreds of missions on the same day, it will still create the freeze AFAIK.

Fix: Too long logs (transaction, relation etc.) caused client lag and crash/freeze problems when opening the Agent profile and Corporation management windows. These logs can now be viewed in 2-day steps.

LWF knowlege may not be included into every level of the same NPC type.

I remember in Beta, that "warrior assault kernels" did give you LWF (or was it NEXUS?) research, but "veteran assault kernels" did not.

i dont know if that is a bug or intentional.

care to tell which one you are talking about ?