There was a downtime.. It's up now.

You just failed. sad

577

(56 replies, posted in General discussion)

It should be 50 and there should not be tiered production and *SNARF SNARF* lol

578

(93 replies, posted in Balancing)

Leave the alpha island and join a good corporation.

It's easily done as I asked once before what's really logged compared to what's displayed and honestly everything is sent.

I dislike the waffle though. Short and sweet is nice. the combat log in game only shows the last few events but the logged file (Can be disabled) should contain a little more information. However I don't think it should display each damage type and the resisted amount. That should still require a scanner or knowledge of the game.

[00:00:00] You > Target_Name > Critical 58 Damage Absorbed
[00:00:00] You > Target_Name > 12 Damage Absorbed, 12(20-8) Damage
[00:00:00] You > Target_Name > 20(32-12) Damage
[00:00:00] You > Target_Name > 19(30-11) Damage
[00:00:04] Target blocked by obstacle
[00:00:04] Target blocked by obstacle
[00:00:04] Target blocked by obstacle
[00:00:04] Target blocked by obstacle
[00:00:05] Target_Name > You > 35(-21) Damage
[00:00:06] Friendly_Name > You > +75 Armour
[00:00:07] Friendly_Name > You > +250 Accumulator
[00:00:10] You > +50 Armour
[00:00:12] You > Target_Name > -12 Accumulator Drained
[00:00:13] You > Target_Name > -30(-25) Accumulator Neutralised
[00:00:13] Target_Name> you > -25 Accumulator Neutralised
[00:00:13] You > +200 Accumulator Injected

This is a short example of the available combat message and some added new ones that I believe would help the combat log a lot.

  • Damage Absorbed = Shield hit.

  • Damage = damage done (total damage - resisted damage).

  • Every time you hit an obstacle the log should update.

  • Accumulator Neutralised = neutralised from enemy (neutralised from you).
    You can only see this when neutralising an enemy, not being neutralised.

About 5 people have reported it on the forums so far and a few of our corporation mates have been effected. Seems to be related to not restarting the client when changing characters or logging in. Sometimes the progress will hang, restarting the client can cause, depending at what point the character login was at, to not fully log in or out.

http://forums.perpetuum-online.com/topic/567/

Field containers are temporary and held completely on the server. A server restart = bye bye containers. Or that's how they used to be. They also didn't expire while no one could see them before but that's changed.

Anyway, if they're held in a database then I am sure you could query it but some people deploy field containers and not use them. The query won't really show anything other than what you search for.

However if deploying items isn't always successful then it does need to be looked into some way or another. Only real comparison you could do is server lag compared to attempted deployment time. See if it's lag related.

There is an issue currently where your character can become stuck logged in after being logged out. If you're effected by this issue please post the name of the character that is stuck and the time (Preferably in server time) when you first notice the issue occurred.

Example wrote:

Character Name:
Example Character

Issues first occurred:
DD-MM-YYYY HH:MM

Any other notes:
hmm

583

(12 replies, posted in Resolved bugs and features)

Characters getting stuck online seems to be around a 1 in 10,000 chance when logging out under the right circumstances.

Support can force your character offline however they should have done it by now. They'll get the email eventually. The next server restart will fix it as everyone will be logged out.

The issue should be resolved soon once a cause is found. I hate the non-re-creatable bugs) for now I'll make a new thread purely for characters stuck online and have people post there rather than running through many threads and support emails to get the issues resolved. Very rare issue however it has happened to a few of our corporation members.

Any new occurrences may want to post here: http://forums.perpetuum-online.com/topic/580/
More likely to be found when searched.

584

(1 replies, posted in Resolved bugs and features)

Yeah, this is a bug.
If you have two models the same and one is packed and one unpacked and attempt to sell the packed module the game may choose the unpacked module first (As it's the same type and it just chooses the first in the list) and this will cause this error.

Should be easily fixed. It should look for packaged modules only when selling and if that fails do a check for unpacked modules.

585

(18 replies, posted in Resolved bugs and features)

The loading bar freezing at the end is a but to do with logging out and not restarting the client.
The loading bar freezing before it's full sounds packet loss related. Client doesn't seem to attempt to send a lost packet again when logging in. Could be wrong but it sounds like SamoJamo's problem is connection related.

Like I said, Industry is very good at it. It's the best in the game and the idea of having a robot purely for gang remote reps and energy transfer seems a little too strict. I like that you can fit a missile to a yagel but logic suggests it's a very bad idea.

Same for shields on a remote repair robot. Derp.

587

(6 replies, posted in Feature discussion and requests)

This would be very nice. smile
Not a useless suggestion. Just useless for Peons.

Buy 100 field containers, start fraps, ????, post bug.

Use the Industry robots, most of the skills overlap.
I prefer the fewer cookie cutter robots the better. Nuimqol get a bonus to remote repairing on some robots but they're very inefficient at it.

Symbiont is the best usually.

590

(85 replies, posted in Open discussion)

Jasdemi wrote:

First of all. PO is really good. Sure it lacks content, but it'll come with time.

Still the almighty Jasdemi can't keep subbing for one simple reason:

You practically copied pretty much EVERYTHING from my favourite MMORPG, EVE Online. I simply can't support you in this matter. This hurts my conscience.

It's like betraying a hot blonde with some hot black chick. (You know what I mean) xD

Nonetheless I wish you, Avatar Creations, good luck and success with PO.

\o/

Don't worry, Siddy is going back to EVE so he can see you over there. smile

You'll probably be missed by someone or maybe even remember for a short while. Congrats.

591

(8 replies, posted in Resolved bugs and features)

I noticed this, if you have any progress towards a protection token it is lost when taking an outpost.

[/noted?]

592

(15 replies, posted in General discussion)

I love misinformation. Not that I'll be believed.
Oh the joy on nerd rage.

FYI, We had all our settings at their lowest just like you (And that lovely video full of information). No hacking, 'sploits or cheats were used. We've got crash reports to prove it.

Thanks for the Lolz, and the good fight despite the crashing. sad

I like attributes But I think that character creation just needs to have a simple school select and Spark. So you'd go "Combat, Industry, Politics/Social" and these options make a lot more sense.

More choices in-game should influence your attributes instead of character creation.

Attributes make a lot of sense and I like that but the Spark rerouter will help this issue I guess.

Annihilator wrote:

Campana, didn't you get flamed in your corp channel for that post?

Everyone is entitled to their own ideas and views. Just because a few of us don't want it doesn't mean all of M2S don't want it.

Looks like a lot of mixed views and honestly there isn't a simple solutions, if it was range based you'd have Person A able to hear Person B but not Person C while Person C is talking to Person B.

A simple ability to add people easily to conversations (Not a channel) would be nice. That way you could quickly add everyone you want to talk to (If it's a massive squad of people just messaging a few of them). It's very rare that people will have anything useful to say over range-based chat or bubble chat. The most likely said thing would be "Thanks" or used to troll and spam the local area. I understand that player communication is important but 1 to 1 and channel based communications should be enough. If 1 to 1 isn't good enough add a feature for small groups to talk quickly without having to make an ever-lasting channel.

Currently the chat server and game server seem to be only linked when docking in terminals and making squads. I am not sure how easy it would be to create commands that can be used universally in every channel that interact with the game world. I like the tabbed chat idea and honestly I'd like to have my combat log tabbed down there too as an option. I guess you could add an optional tab called "System" where all system messages go as well as Broadcasts (Limited to a low number of characters 150 to 200 and one message every 10 seconds). This would also fix the issue that server wide messages aren't logged anywhere.

+1 System Channel (Server messages, Combat log, Broadcasts etc).

596

(118 replies, posted in Open discussion)

I choose to use Rapper.

Tapper

597

(32 replies, posted in Balancing)

Most of your time will be spent going from A-B and to increase your efficiency it's usually a good idea to exploit anything closer to your home location than further away. There are ways to increase speeds but Lightweight frames will also reduce your armour.

The teleport network is already rather large and increasing it on the Alpha island will just make people complain about the beta island if any previous changes are to go by. If you're running assignment they do involved going back and forth a lot so you might want to think about either staying longer at each location for a few extra kernels or items or trying to find two assignments near each other and taking multiple. Later on assignments will earn you a lot of NIC but the risk factor does increase. For now the assignment system works but it's hardly impressive. Let's hope something can be done about that.

The early bird gets the worm. If your local supermarket makes all TV's half price a week after you buy a new TV, do you demand your money back? If "Yes" I worry about you..

It's dangerous to go alone. Take tissues for when you die. If they refunded robots for connection lost errors you could just log out to escape and get a refund.

No bubble chats, no range based comms.
Add a "Zone" channel (Optional) that doesn't display participants but allows for people to communicate. Inner islands would be spammed to hell and beta islands would just be used to troll.

The only real reason for a local/zone/area chat is for the solo players to help each other. I like the idea of forming relations with other people but this has been proved to be hardly a solo game. Talk to your Corporation.

Private conversations should be easier to start. If you want to say thank you to two or three people either say to one of them if they're in a group or to each of them.

-1