1

(69 replies, posted in Feature discussion and requests)

I'd welcome a local chat. It would have been less stressfull fo the player I met mining epriton on a beta island. He startet to flee as soon as he saw me on the radar. It was a bit difficult to tell him that I meant no harm because I had no weapons with me wink

It shouldn't be too hard to implement as the necessary information of which robots are in range (radar) is already available.

I've never played Steve but I don't understand why it shouldnt be possible to have local chat in a soloar system (think about electronic communication).

I don't think this would have to be a feature of the game. There is software that maps mouse buttons to keys. As an example: http://www.top4download.com/hydramouse/sjspkygk.html

Vielleicht hilft dir meine Vorstellung, um es besser zu verstehen. Ich hoffe, dass ich dich damit aber nicht vollends verwirre, sondern etwas mehr Klarheit schaffen kann wink

Beispiel Laser-Kanone:
1) Damit die überhaupt funktionieren kann, brauchst du eine gewisse Grundenergie (Reaktor). Hier stelle ich mir kleine Motoren vor, welche betrieben werden müssen um die Kanone steuern.
2) Die nächste Frage ist, ob du überhaupt in der Lage bist die Steuerbefehle (zum Ausrichten der Kanone) absetzen kannst. Oder hat dein Prozessor/CPU mit den anderen Geräten (z.B. den Beinen) schon zu viel zu tun, dass ihm für die Ausrichtung der Kanone keine Zeit mehr bleibt?
3) Zu guter letzt brauchst du aber noch Aktivierungsenergie (Akkumulator) für den Laserstrahl, damit du überhaupt den Laserstrahl erzeugen kannst.

Klar, das Bild hinkt etwas, weil das den Reaktor-Verbrauch der passiven Panzerplatten nicht wirklich erklärt. Bei den aktiven Panzerplatten ergibt es aber wieder einen Sinn.

Zusammenfassend würde ich also eher sagen:
Reaktor = Grundenergie
CPU = Bleibt genug Zeit um alles zu steuern?
Akkumulator = Aktivierungsenergie

Was die Extensions angeht:
1) reduziert den Reaktorkverbrauch: Das Bild, das ich hier im Kopf habe ist, dass man bessere Steuermotoren (oben die 1) benutzt, die weniger Grundenergie verbrauchen.
3) reduziert den CPU verbrauch: Das würde denke ich dem Austausch der CPU durch eine schnellere CPU entsprechen. Damit lässt sich mehr in der gleichen Zeit steuern.
2) reduziert den Akkumulatorverbrauch: Es geht eher um die Verringerung der Aktivierungsenergie. Also, mit weniger Energie den gleichen Laserstrahl zu erzeugen.

Nochmal kurz wegen deinem Sound-problem:

Ist dein Audio/Video/Game-Controller richtig installiert? Wenn nicht, dann wird im Gerätemanger ein Ausrufezeichen angezeigt. (Start/Systemsteuerung/Gerätemanger)

Ruf mal die DirectX Diagnose auf (Start/Ausführen, dxdiag eingeben). Welche Version wird angezeigt? Zeigen die anderen Reiter irgendwelche Probleme an?
Du könntest über den Dialog auch die Informationen in einer Text-Datei speichern (Button "Alle Informationen speichern..."). Aber bitte hier nicht öffentlich posten, sondern jemandem (z.B. GM Kami) privat zuschicken.

Kann natürlich auch sein, dass deine Harware zwar einandfrei funktioniert, aber für Perpetuum etwas veraltet ist. Ich habe mir zum Beispiel wegen Perpetuum eine neue Grafikkarte besorgt.

Ich habe jetzt auch gemerkt habe, dass du mit dem Schreiben Schwierigkeiten hast. Damit du aber nicht die gleichen Stellen immer wieder übersetzen musst, wäre es vielleicht besser, wenn du die Stellen im Forum postest, damit die Übersetzung ins Spiel aufgenommen werden kann.
http://forums.perpetuum-online.com/topi … ents-here/

5

(8 replies, posted in Bugs)

Metroplex wrote:

... Propellant Mix at lvl 5 ... max range ... is only 168 ...

GM Kami wrote:

... Propellant mixing ... lvl 4 = 168m and lvl 5 = 172m (172,5)...

I guess that's a bug.
If it's true that is wink

When you activate a scanner charge and activate another before the cycle of the first charge is finished, the message "error_EntityNotFound" appears.
The message also appears if you press upload between the two charges.

If the list of uploaded scanner result gets longer and longer, the game starts to seriously lag. When that happens, it isn't unusal that once you press upload the bot moves along for a few seconds although the screen is frozen. Atleast if the upload button was pressed while the bot was moving. This way I have even lost the connection to the server (i.e. crash).
I guess that the whole list of scanner results is excanged between the client and the server and maybe vice versa.

My suggestion is to limit the amount of uploaded scanner results.

GM Kami wrote:

Nein, er sollte lieber kein englisch schreiben, das war unverständlich wink
Dieser post hier konnte bis auf das soundproblem von den DEVs gelesen werden.

Gut zu wissen smile

If you hover the mouse over an extension (outside a terminal), then a small window pops up showing the EP required for the next level. At the moment I don't know if it also displays the nic cost for the first level?

For more info you could try the perpetuum planner at:
http://www.perpetuum-planner.com/
Although I don't know how accurate this tool is.

This suggestion comes from "Londaik von Waar"'s post.
http://forums.perpetuum-online.com/post/23861/#p23861

I've posted this as a new topic because his post is in german and I expect people to simply skip it if they aren't able to read german.

So his suggestion is to add favorites to the marketplace so you can access what you are looking for with one mouse click. Of course this is not necessary for people who are familiar with the game. It might on the other hand improve the experience for the casual player.

Ich tue mich teilweise schwer zu verstehen, was du meinst. Versuch besser mal eine Übersetzung ins Englische. Selbst wenn du das nur mit einem Programm kannst, findest du vermutlich mehr Leute die dir helfen können.

Es ist leider auch im Englischen so, dass es teilweise schwer zu verstehen ist, welche Wirkung die Skills haben. Das sollte im Laufe der Zeit besser werden.

zu 3 und 4) Versuch es mal mit der Karte. Auf ihr werden keine Spieler dargestellt, es sind also nur die Teleporter und Stationen zu sehen.

Das Speicherproblem ist bekannt. Vor dem Release haben die Entwickler aber vermutlich zu viel anderes zu tun um sich darüber noch die Köpfe zu zerbrechen. Einfach ab und zu das Spiel neu starten wink

Das mit dem Tab Problem müsstest du näher erläutern. Da weiss ich nicht, was du meinst.

Kannst du ein Video machen, um das Problem mit dem Sound zu klären? So lässt sich das kaum nachvollziehen.

Den Vorschlag Favoriten für den Markt einzuführen find ich gut. Werde das gleich mal als eignen Vorschlag (auf Englsich) posten.

12

(11 replies, posted in Q & A)

It might also be helpfull to have a list of all the GM/DEVs names.
I've seen some name that started with GM, but wasn't yellow as usual.

13

(11 replies, posted in Feature discussion and requests)

MadGelo wrote:

/aimbot.exe

/report

14

(11 replies, posted in Feature discussion and requests)

Cestus wrote:
GM Kami wrote:

Also in corp-communication, the /xy command could speed things up, like "where are you", or "target spotted @"

For this could be usefull, the map does contain the referencial coordnates x,y - 0,0
Cos to knwo where we are, the only way is to click on close ground.
"Cool I'm at 994.00,1095.00" ! No point if I don't know where is 0,0

o7

0,0 should be the top left corner of each island map .. use waypoints to confirm .. bottom right corner should be 2048,2048 .. so the thicker white line mean +256 units

15

(11 replies, posted in Feature discussion and requests)

/bug command: if you have such a command and a window popping up, you could automatically add background information (coordinates, direction of view, etc.) to the bug report

/report command: better add a "report" option when you select the message of another player. This way you have proof of bad behaviour. A simple /report command might be misused.

16

(1 replies, posted in Feature discussion and requests)

In addition to my bug report here:
http://forums.perpetuum-online.com/topi … awn-combo/

What we have (at least on the Alpha islands) are gourps of Pelistal, Numiqol or Theolodica bots. These are sometimes mixed with industry bots, but never with bots of another faction. So the suggestion is to have mixed groups.

As Neoxx said that it could be interesting to have mixed groups, I thought it might be worth a post in the suggestion area to see what other people think about it. The main reason for this would be to give people a chance to train for PVP combats. My point is (although I have not yet taken part in PVP) that it will hardly ever happen that a group of players only consists of bots of a single faction. Therefore such groups might give players an idea of how to handle such groups and train their group combat skills.

The first question would be of where to place mixed groups. I think only a few per island should be enough. As it would be bad if a group of players has a hard time to take down the mixed group and also has to keep in mind incoming players on the Beta islands, there should also be some mixed groups on the Alpha islands. But of course, the most advanced bot within that group should not exceed the ordinary max. Meaning that on the Alpha islands it makes hardly any sense to add a Seth to such a group.

How fast should they respawn? I guess it would make no sense to let them respawn like a usual group. That is players should be able to finish the mixed group before any bot of that group respawns.

I am trying to map the resource locations on the Alpha islands. Thus, I have 30+ scanner results uploaded. As soon as I use the above function (right click / Remove all hidden) on the scanner results, the game starts to lag big time; even if the game didn't lag at all before I used "Remove all". The scanner results have been removed from the list.

When I decide to shut down the game because the lag gets too bad, the game client doesn't completely shut down (I have to kill it manually). When I restart the game, all scanner results are back in the list.

Does anyone else experience these problems?

18

(4 replies, posted in Bugs)

Actually I agree that mixed spawns would mean more fun. But I think this is something that should be done on the Beta islands. Don't know if this is already the case?

19

(4 replies, posted in Bugs)

I have been looking around on the Alpha islands. It is obvious that there are only spawns of one class (Numiqol, Theolodica, Pelistal) or mixed with Industrial.

I have found one exception to that rule and thus believe this to be a 'bug'. On Attalica, there is a spwan with a "1st star Arbalest" and a "Servant Troiar" bot. The spawn point is at (x,y) ~ (448,640)

I guess it should have been a Arbalest/Cameleon or a Waspish/Troiar combination.

Both (Opale 2 and 3) seem to be broken (no material) again?

Turhold-Markson Alpha Terminal
http://img94.imageshack.us/img94/8417/opalefile2.jpg
http://img253.imageshack.us/img253/4995/opalefile3.jpg

Edit: Scanner accuracy is at 63.50%

21

(13 replies, posted in Bugs)

I've set up a buy and sell order to test this:
buy order: Small TFJ bullet, amount 1, price 10.000 nic
Sell order: Small TFJ bullet, amount 1, price 10.000 nic

same character:
try to sell: "currently there are no buy orders"
try to buy: "you cannot buy from yourself"

switch to another character (same account)
try to buy from sell order: worked perfectly
try to sell to the buy order: worked perfectly

Except for the inconsistent messages when trying to sell/buy to/from myself, it seems to work. Maybe a random bug?

22

(6 replies, posted in Bugs)

GM SRC wrote:

Hy.
For RE the items need to be in the hangar root storage.

That is clear and was not part of my bug report. What should be changed are the error messages, because an "Item not found" message leaves the common user confused.

23

(20 replies, posted in Bugs)

@DEV Zoom
I guess that at some point perpetuum sends an email address to paypal so they know which paypal account to open.

The above problem that happened with Ana Devir was:
two accounts with perpetuum (email1 and email2) and one account at paypal (email1).

The first payment caused no error because:
=> log into perpetuum with email1
=> initialize payment with email1
=> try to open paypal account with email1
=> paypal account found

The second payment caused an error because:
=> log into perpetuum with email2
=> initialize payment with email2
=> try to open paypal account with email2
=> no such paypal account

What should be possible is:
=> log into perpetuum with email2
=> suggest to pay with paypal account with email2
=> the user sees the problem and exchanges email2 with email1
=> try to open paypal account with email1
=> paypal account found.

Edit: In short: The email for the perpetuum account and the paypal account do not have to be the same. In fact it is safer when they aren't. Even if you only have one perpetuum account.

24

(20 replies, posted in Bugs)

Maybe a GM/DEV should change the homepage from which you initialize the payment process so you can specify the email for the paypal account? This should prevent problems like these.

25

(20 replies, posted in Bugs)

Glad I could help smile