Topic: Frequently Asked Questions

Technical questions

  • I'm unable to install the game, the downloader stops after a few MBs/at random points.
    This is usually caused by antivirus programs. Try disabling these while you download/install the game.

  • I'm unable to enter the game, the progressbar just hangs after I select a character or when I try to undock. / I get a black screen when I undock.
    The most likely cause for these is that your firewall is blocking the client. See this forum topic on how to configure your firewall.



In-game questions

  • Is there an ingame manual/help?
    Yes, click the blue (i) icon on the top bar when in game. The same help is also available outside of the game.

    There are also little info buttons on the header of almost all ingame windows which will provide help specific to that window or feature.

  • Is there a tutorial?
    Yes, the first part of the tutorial will automatically pop up when you log into your character for the first time. Follow its instructions and it will guide you through all tutorial parts. If you accidentally closed it or just want to do a tutorial again, you can start them again in your Agent profile under Tutorials.

  • How can I make money?
    There are many ways to make profit. The most important ones would be doing assignments, or freely roaming the lands and destroying enemy robots for their loot.
    Another way is entering the industry, mining and refining minerals and either selling them on the market, or using them for manufacturing goods that you can use yourself or sell them to others.

  • How do I shoot?
    The combat tutorial (available from your Agent profile) will guide you through the basics of combat. You can also read up on it in the manual.

  • I am a peaceful guy, how do I scan for minerals and mine?
    It is recommended to do the scanning and mining tutorial (available from your Agent profile) which will teach you the most important things regarding mineral exploitation. You can also read more on the subject in the last parts of the manual.

  • Crap, I have lost my robot and I don't have money for another. What now?
    The Syndicate should automatically provide you a new Arkhe free of charge, but in case this doesn't work you can also right click in your hangar and manually request a new Arkhe.

  • How do I get XP? How do I "level"?
    You get one EP (Extension Point) every minute, no matter what you do, even when you are offline. You can spend these points on extensions (skills) in your Agent profile/Extensions window. Read more about this here.

  • Are there any other ways I can get additional EP in the game?
    No.

  • I want to recycle my loot, but the items don't show up in the Recycling plant.
    You have to move your items to your private storage, the Recycling plant can only work from there.

  • I have low fps, is there a way to adjust the graphics?
    Press ESC or select options from the top menubar and slide down terrain detail or turn off decorational plants and shadows (the latter needs client restart).

  • Are there any hotkeys? Can I reassign them?
    Bring up the options window as written above and check the keyboard tab.

If you see DEV's or GM's in the game - who to pester with what:

  • DEV BoyC - 3D problems, visual glitches, graphics performance issues, misc. game design stuff

  • DEV Crm - database issues, base facility problems, cargo / storage / item issues

  • DEV Gargaj - client-side problems, UI problems, crashes, website issues, misc. help

  • DEV Zoom - graphics design questions, game design questions

  • DEV Alf - game design, balancing

  • GM Mancs - general bugreports and help

  • GM Quodys - writing, translation, typos, proofreading

Last update on 2011-02-22

Re: Frequently Asked Questions

Hope you don't mind Zoom:

Developer Q&A session 1 (2010-11-14)
Because I see these kind of questions over and over again:

Here is the link for the Developer Q&A session thread:
http://forumsbetaarchive.perpetuum-onli … qa-session

In some better readable form:
http://forumsbetaarchive.perpetuum-onli … qa-results

And in the following the answers somewhat grouped by caterogy:

JustToBoxThis wrote:

- release
It was planned to start with a low population.
Light mining/harvesting robots will be available on the market.
Existing corporations need to pay the 250,000 after on release.
Trial accounts are planned, no details yet.

- patches and updates in general:
Bugs fixes and patches will be rolled out as they are finished.
Expansions are planned but the timing isn't set yet.
The world will be expanded as the player population rises.
No ep loss due to server down time.
No daily unplanned server downtimes.
No daily maintenance planned.

- next things to come:
The primary focus now is to add corporation built structures and plantations.
The exact nature of theses structures (destroyable, etc.) is not fixed.
Depending on how long it takes, a content expansion might come before that.
It will be possible for solo players to build their own structures.

- gameplay:
Tutorials for Recycling/Prototyping/Factory will be added in the (near) future.
Plans for moderated channels.
Container hacking has been discussed and dropped for now.
No voicechat planned.
No state recording and fraps feature
No plans to add any form of non-teleport travel.

- gui:
The gui is constantly being improved as needed.
It might be possible to move the chat window outside of the game window.
No plans to add a preview fitting tool for modules/weapons.
No plans to add a local chat (due to the majority on the forums.

- world:
New (core) islands will be added if it gets too crowded.
No improvements to terrain factors (modifiers of movement speed).
Passable/unpassable terrain will remain as it is.
Plans to add dynamic weather effects.
New factions will be added in the future.
A test server is planned.
The islands are being upgraded and diversified (graphics, color).
There are plans to add more PVE content.
Plans to add zones that are broken up into smaller islands.

- characters:
It was intentional to force specialization among the players.
It is planned to add a possibility to change the attributes somehow.
Avatars will be improved if possible.

- relations:
There will be more options for corporation management.
Alliances are planned for the future.
Player built bases will have the feature to limit access of non-corporation players.
It is planned to add corporation logos to robots (vanity feature).

- robots:
No dedicated support mechs (like remote rep or triage) in the works.
Mech lineup will be expanded.
Destroyer bots (2.5 times the size of heavy mechs) are planned.
It is planned to have custom/hybrid robots (i.e. a mix of chassis, head and legs).
Bigger and smaller robot classes are planned.
New travel methods have been abandoned for the near future.
Stealth modules are in the works.
No planned naval, undertround or transformer robots planned.
A Information about the number of arm slots is on the todo list.
New bigger robots will be more powerful, have their weaknesses and require more resources/time to build.
It is being discussed of how to increase bot speed.
No plans for air support or flyable bots.

- weapons:
Artilliary and AoE type of weapons will be added in the future.
Variation when producing weapons (modified attributes) is not planned.

- combat:
The 1km radar range might be changed in the future.
Player collision won't be added (being exploitable).
The movement of a robot won't have an effect on the chance of being hit.
Instances are still being discussed.
No plans to add player controlled drones/pets.
Plans to make parts (leg, head, chassis) of robot destroyable.
Plans to add being able to see what squad memebers are targeting.
Plans to switch ammo in all weapons.

- mining/harvesting
There is going to be a lot more with plants and mining.
Plans to add deployable mining structures (i.e. unattended mining).

- pvp:
The intrusion system won't change dramatically.
Features will be added to make owning an outpost more worth it.
Struggling with the idea of a bounty feature.
The idea of Arenas was abandoned.
No plans on hacking another's robot (take over the robot).
Plans to add identification of who is owning a station.

- market:
Working on a scenario for a singular dominant trade hub.
Markets in safe zones will always be seperate markets.
Read only market access on the terrain is planned.
A corporation-inside-market is being discussed.

- offline game info:
Offline kills and losses information is on the todo list.
Entity and extension data dump for offline access is not planned yet.
It is intended to add some offline applications.

- game supervision:
No esrb rating. The game is under constant change.
A GM policy is in the works.
A code of conduct will be published soon.
No alternate accounts/characters for GM/DEVs.

- botters and cheaters:
Macroing is not allowed.
Instant ban on discovery.

- subscriptions:
New payment options will be added as needed.

- hardware and programming:
The client is written in C++ and little Assembly.
The server is written in C#.
Graphics are dony by DirectX 9.0c.
No plans to upgrade to Dx10/11.
Servers will be upgraded as needed (to fight lag issues).
Servers use a 100meg internet connection.

Re: Frequently Asked Questions

auster wrote:

Hope you don't mind Zoom:

Developer Q&A session 1 (2010-11-14)


And in the following the answers somewhat grouped by caterogy:

JustToBoxThis wrote:

- next things to come:
The primary focus now is to add corporation built structures and plantations.
The exact nature of theses structures (destroyable, etc.) is not fixed.
Depending on how long it takes, a content expansion might come before that.
It will be possible for solo players to build their own structures.


If the primary focus is adding corp structures ... why give us AOE weapons and 'blob' interference first?

Should we assume player owned structures has been put off for an indefinite period?


Seamus (Rik)

Re: Frequently Asked Questions

Seamus OKeefe wrote:

If the primary focus is adding corp structures ... why give us AOE weapons and 'blob' interference first?

Should we assume player owned structures has been put off for an indefinite period?

No.
There is quite a bit of difference between a complex system of player built structures and small improvements like AoE/interference. The former requires much more development time (which is being done "in the background") so in the mean time we try to keep your attention with the latter. Hope you don't mind smile

Re: Frequently Asked Questions

DEV Zoom wrote:
Seamus OKeefe wrote:

If the primary focus is adding corp structures ... why give us AOE weapons and 'blob' interference first?

Should we assume player owned structures has been put off for an indefinite period?

No.
There is quite a bit of difference between a complex system of player built structures and small improvements like AoE/interference. The former requires much more development time (which is being done "in the background") so in the mean time we try to keep your attention with the latter. Hope you don't mind smile

+1 to admittedly distracting us with minor features because the big stuff isnt ready yet.

I approve.

->You just lost The Game<-

Re: Frequently Asked Questions

ditto

a road map to when you HOPE features will be introduced to the game would be a great thing for keeping us happy.

Would this be possible DEV ZOOM?

Re: Frequently Asked Questions

Not really. Plans and ideas are changing constantly not only by us, but also by you and your feedback.
I don't think any MMO company has a public list like that (one that is up-to-date anyway).

Re: Frequently Asked Questions

I know that Earthrise has something like this ... it is pretty general ... in the month of april 'x' and in may 'y'

Getting some idea of when ... e.g [in the next 2 months]

Seamus (Rik)

Re: Frequently Asked Questions

I wouldn't do such a thing. The devs would be shot at by the players when they can't deliver on time. I'd rather see something functional than something that's rushed out and noone's happy 'bout.

Re: Frequently Asked Questions

All the more reason to introduce it. accountability. Its important! It also mean that the dev's have to be realistic and actually have some confidence. I know we have kind of become used to games companies moving deadlines around and basically being the gods of creation. but The gods of old did not have financial backers like us!

hell in all other areas of industry ... deadlines are set ... and if they are not met then there is hell to pay!

A contract is formed ... be it written or spoken ... and that contract as vague and loose as it might be gives confidence to all involved.

As far as things being rushed out half finished ... hmmmm well then that is about project management. Setting realisitic attainable goals ... managing your project team ... etc etc. Isn't it all part of running a successful company.  The key is not to be tooooo specific!

they set an approximate time line ...

major content patch 1 - Q1 or 2 - inc 'a' 'b' and hopefully 'c''
major content patch 2 - Q3 or 4 - inc 'c' (if not already in 1) 'x' and hopefully 'y' etc

Thoughts?

Seamus (Rik)

Re: Frequently Asked Questions

It's not as clear cut as a monthly plan, but the dev blog keeps me interested as I see some of the new stuff coming. Giving exact plans never works, and it just creates tension.

Re: Frequently Asked Questions

Yay for legitimate distractions! big_smile





So is artillery in-game and I'm just blind? Or is that on the Soon(tm) list?

Re: Frequently Asked Questions

Guns nButter wrote:

Yay for legitimate distractions! big_smile
So is artillery in-game and I'm just blind? Or is that on the Soon(tm) list?

Soon™
It'll probably be around the time of build your own outposts or a new travel mechanic.