December 31, 2009

'Mesmers just wanna have fun'

Blood and Thunder!

Some guys posted a nice video about smaller lev npc-s getting PEW-PEW-d with Mesmers. (Actually, Mesmer is the game's high lev Magnetic robot.) Hit the video for some 1 shot-half hp magic tricks.


+1 Joker: Pvp movie

December 28, 2009

Patchday

Newest patch is released:
  • Terrain Container, Dropable&lootable
  • Gui Updates
  • Bugfixes
  • Minor terraform modifications on the terrain.
The new EW mechs still need a bit work, but the mission system goes pretty well, i hope we can fill it up with contant, and release the missions in 2 weeks.

December 26, 2009

December 23, 2009

Christmas soon.

So we approved another 100 beta registrations.

Have fun&Happy holidays to everyone! :)

December 21, 2009

Info time.

Hello there everyone! :)

Another week goes by, and a few information's leaked out, so I guess I should give you some nice pictures&info about everything that's currently on the work.

First of all, we heading quite well with the mission system. Actually it's in testing, and it's working pretty well. We have a few type of mission objectives: gothere, collectitem, shootsome. These objectives can be known at the start, or we can update your objectives when the time arise. All missions can have standing requirements to the faction that offers it, or it can be linked together, as chain missions, where you can advance in story&mission. We have repeatable missions too, as we currently don't have time to create so huge number of missions to be enough for decades, we will have at least the 25% of the missions repeatable (I think). [like, go shoot those things because we hate them] Mission reward can be any thing: From money to items, and of course standing modifiers to factions. (It both can be negative or positive, we can grant you as many faction modifiers in one mission as we want. So it's possible that you gain + with a faction, and in the same time loosing standing with another one. (because they don't like each other)) There will be some missions, where you can choose where you want to finish the mission: multiple finishing points will be allowed, where you can deliver the mission, with different rewards.

Minor update: Waypoints are now shown in the landmarks, and got nice icon too. Its still just temporary, but I really like it.

Okay, other thingy. Many of you heard about "hybrids" and that we doing something about the production system. Well, first things first, hybrids. What the hell is that?

It's a kinda old feature, what we didn't implement into standard gameplay because of multiple reasons... But still, we have it. We can mix the robots head-chassis-legs, in any combo. It means you can grab a robots chasis, put a different head on it, with a different leg: Tada, Woooow. :)

So here's an example picture gallery: I grabbed the Arbalest Chassis, put on different heads&legs.

Intakt-Arbalest-Cameleon
Baphomet-Arbalest-Waspish
Argano-Arbalest-Laird

Okay, now all of this is "cool", but whats good in this, why is it soo cool? Well the trick is, that each component (head-chassis-leg) has it's own stats, it's own slots, and it's own bonuses. So it means, that when you see the whole robot, as a complex, pre-created set, i mean the original robot, the robot bonuses are coming from it's parts. If you tear it apart, each part will have a part of it's bonus, in %, or maybe a part takes a whole bonus. This way, if you mix up robots, you will be able to create new robots with new specialization: A rocket-laser user, because you mix pelistal and thelodica robot parts. It will not have the same amount of bonus, but it will work well, giving bonus to both weapon types. Or you can create a hauler, that can actually use EW modules. Of course not every combination will be allowed, to avoid graphic bugs... But many combinations will be able to get produced. But beaware: because the parts brings the stats too, it's possible to have an EW bonused robot, but if it lacks the CPU capacity, it will be unuseable.

Okay I think that's for today, see you guys later!

December 20, 2009

Interview with Enigma guild

Many players have spoken of the problems of the production system, so I looked around, to find someone who's actually successful in it. Luckily, I found two players, named Ecma and Faradel from Enigma guild, and asked them about a few things, mostly about the production system, and how's their business going so long.

Mancs: Who are you, how long have you played the game, and whats your main focus in game play?
Faradel: Well I'm a 22 year old ex-biochemist and upcoming math-student from the Netherlands. I have played for roughly 5 weeks now. And our goal in perpetuum is to be independent arms dealers.
Ecma: I’m 43 year old, played PC games for far too many years, second in command of Enigma. I got the not so nice jobs to do with human relations in the guild, I’m disabled so I have lots of time to play. Just loving perpetuum and the way it is shaping up!
Enigma: What we mean with independent arms dealers is that we will stay independent as a corp and will not join an alliance but will do business with everyone.
We want to make a profit of other people's wars in other words
Mancs: So Enigma is basically a multi-gaming guild?
Enigma: Yes, but at the moment we have no real focus, once we do, we focus mainly on that game. But people are free to choose for themselves of course.
Enigma: Currently we have most people playing perpetuum but we also have a few DDO and LOtRO players.
Mancs: Let’s get to our point. What do you think of the current industry-production system?
Enigma: With the current system we feel that it does take a lot of time and money to start up production. The costs of developing a patent and producing the items is not something that we feel someone can do successfully on his own.
Enigma: On the other side we feel that as a group that work together to achieve this goal it is very achievable.
Enigma: As long as you split up your roles and have people focus on the different tasks that need to be performed. Say someone to develop patents, someone to produce bots, someone to refine and recycle. And a corp supporting these people with the money and materials needed.
Also a lot of the people who start for themselves don't seem to have a proper understanding of the of the patent/licence system.
Mancs: Hmm. How much player's cooperation it requires, to start a fully working crafting "assembly line"?
Enigma: In our experience we needed at least 1 person to specialize in each of those roles: Patent development, Builder, Seller/buyer, Miner, Recycler/refiner. This is what we think is a minimum.
Enigma: That doesn't stop those people from also mining/killing to get money and mats in. Also the developer can be the same guy who recycles/refines. Killers to bring money in will help a lot with bringing in money for development. This is roughly how we started...
Enigma: From there we got more people in and the process begun to speed up. But there is a period of time where you are mainly investing money in setting everything up. It does take a lot of time, effort and planning to get it done efficient. That is something we had.
Mancs: So finally its worth it? How much is your daily productions market price?
Enigma: Today only we have sold 34 mil worth of robots. We would have done more if we had them ready to go on the market. We then spend 21 mil investing in buy orders for commodities... From here on we can invest more money in buying materials instead of just mining them and that will speed up production.
Ecma comments: We made 11 bots today for sale, one being a heavy mech... Mats were the issue but they are poring in as we have 90 % of the buy orders for mats. So it will improve now, because we have 2 new builders, betting skill points so we can produce a lot shortly.
Mancs: Do you work on logistics? To transfer the created modules and robots, from one place to another, make sure that its findable everywhere? Or you post your sells on your home base?
Enigma: Till now we mined the materials on our own island and created the bots there to then bring them to the starter islands and sell them there on the same station as the infinite sell-orders are on. At this point where we are buying materials we move everything to doaden and craft the robots there now. The rare materials is different: we still mine it elsewhere, and then bring to doaden. And from daoden we distribute the robots to the stations that are affiliated with their clan. So the laser bots are sold on daoden, EM on attalica and missiles on NV. Our reasoning behind that is that not everyone has figured the market out yet and we don't want to miss sales due to people going for the infinite sell order. Instead of buying a cheaper bot at the next island over that they didn't know was up for sale. This way less nic and material leaves the game.
Mancs: You investing only into commodities? What about reselling used robots?
Enigma: All the robots we keep in corp are used, ones they move beyond that tier of robots they hand them back to us and we sell them. Or we give them to a newer player. Bit like your bigger brothers hand me downs.
Mancs: I mean, giving up buy-orders for robots in the market, then reselling them?
Enigma: We don’t have the funds available for that yet, but as we have more funds to work with we will look into that and other things. We did think about starting a trading lot, but that's for after terraforming comes in.
Mancs: Is there anything you would improve on, in the game’s production system?
Enigma: One thing that comes to mind is the increasing of time and material efficiency. At the moment you can only increase them 1 rank at a time. What would be nice it to have it work the same way as the license upgrades work, so request more then one at the same time. And when are containers ready? We are going trough a lot of tracks on those termis's!
Mancs: Ehehe, indeed its should be implemented soon ;)
Enigma: On buying an item: when you have a buy-order with multiple items the window takes the maximum number of items by default instead of just one. For example someone bought 3 arbelasts today meaning to buy 1. We bought the other 2 back for the same price. But not everyone will do that. Nothing else seems to jump out at the moment.
Mancs: Anything else you would improve on?
Enigma: When we look at what started this conversation. Newer people coming into the game will run into a very steep learning curve when it comes to the current patent/license system. We are lucky enough to have people with the skills to come up with working models to predict the investment costs and profit margins and what would be the optimal rank of rank of material efficiency. We have set up a spreadsheet that can calculate all of this for us due to a combination between my math skills and mizpahs logic skills. A lot of people who come in seems to not understand the basic mathematical ideas behind the system and don't know how much to invest in the different upgrades available. We have seem people state in help that they are requesting licenses 1 at a time. Or upgrading Material efficiency to rank 100 and at that point you are actually making the licence more expensive.
Mancs: Its a kinda cool thing that u actually managed to create such sheet.
Enigma: As to answer your question: We think the system works fine. The question is whether people can work with it. We have discussed about releasing that spreadsheet as a tool after the game goes live.
Ecma comments: we all feel the same about the Dev's hard work, we see them from very early till very late more than we are on.
Enigma: Indeed everyone here has great respect for the Dev's and gm's and their dedication.
Mancs: oh my god, what should i say?! Thanks! :)
Enigma: Thanks for the opportunity. See you all in game! ;)
Mancs: It was my pleasure! ;) Goodbye!

December 12, 2009

Weekly summary.

Hello there!

We had a kinda interesting week, because of the new patch, of course new bugs arisen, and we had to patch them too...

First of all, I should mention, that at moment the game is kinda bug free so we decided to let in more player, if you waiting for an account, you should check your mailbox. (in other news: a low percentage of the registered accounts ain't confirmed, we can't accept such registrations. In some cases, you set too high spamfilter, so your email server drops it back to us. =/ If you didn't get confirm mail, this should be the main reason for it. Please also note, that not correctly filled motivation, will not be invited to Closed Beta. :) Thx.)

Just after the patch we had an annoying Police problem, player defense system was offline, making a few nasty pirate actions in starting zone. Plus npc-s looked at police towers as targets, so many player experienced tower gangbangs :D Nevermind, we fixed both issue, plus now we configured the system to give pvp flag even if you use EW, or energy manipulator (drainer/neutralizar). Many player had fun with this, so I hope you read this before the next demobilizer fun ^^

After a few hours of talk, we realized that, damn, leveling in the first few hours is pain. So we created a new npc class, called faction drones, dropping faction weapons, but on low chance, plus nice ammo for them, in a small number. (I hope this number will get boosted) On top of that we created Drone Kernel, which is now collectible from drones, increasing income. We hope that after a half hour of droning you can change your place of farm to these new guys... But we still want to balance their loot a bit, I think :) Because now the standard drones dropping the drone kernel, now even they dropping unpackaged loot.

It's my own Fail story, that I was such smart that i deleted some raw captions for the gameplay movie, but still, I think it's kinda nice, and watchable. Sorry because the rare plants/decors... The film is captured on the edge of the island, this is kinda like an Outer zone of the islands, and less plant is grown there Yet. (remember that we use algorithms for such job) Plus, I should reupload to Youtube... That one "kindafluffy animal"<-(DIE DIE) delayed the music under the movie. Why do I look at Youtube as "every1-s uploadsite" while at Vimeo like "for people who just want it done... just without stupid bugs." But still more people would view it on youtube, so its reupload time.

I started making a wiki page for our nice game, feel free to contribute, and update it as you wish. It's currently not publicated, so no worries about that. + I keep some saved versions on my PC too. Any contributes is welcomed!

Community news.
This should be a new type of article :)
Of course, like in last weeks there were some new "artwork" atleast from Mr. Blackomen, that gave us laugh. :)
Damn so true.

Hmm, I can't really argue with this.

Also, you may not know, but i keep track of fan pages you made, waiting for a few nice content so I can link you in the blog's menu. Keep up guys :)

I'm really happy that many player started using Sequer, our new hauler mech, in npcfarming or in mining, as part of a team, to carry the loot. So I looked around, and found a nice artwork, about a future content robot, that will be the exceeding mech to the Sequer. Allow me to introduce our artwork-plan hauler mech: Daidalos. (Please note that this mech will be implemented into the game after the release.)
See you guys later! :)

December 9, 2009

Gameplay movie

Perpetuum Gameplay Video from Gábor Surányi on Vimeo.


I uploaded it to youtube too, please rate it! :)

December 6, 2009

New patch is out!

Just a quick actual news. Newest patch is out.

December 4, 2009

Mining tutorial

Searching trough the web for our footprints, I found a quite nice mining tutorial from Blackomen. Thx Blackomen/Dehrios! :)

November 29, 2009

sunday news =)

My week was full of running up'n'down, so i had less time for blog, lets see what we missed! :)

Patch is delayed, at least for a few more days, because we have quite nice amount of bug, but fixing goes pretty well, i hope we reach the end of the bug list soon, so we can patch you up ;)

Because the patch is delayed, we had more time to improve the game too! sometimes even incredible things happens, what stuns even me. O.o Like, with lowest graphics settings, i have 75 fps on dev client, while 41 with live beta client. If I go for highest graphics settings, i still have around 15% fps boost, which is quite amazing, thanks to BoyC! :) New graphic setting: you can turn off decor plants too :)

As we are well known for using blackmagic, Crm reports that the newest ritual was a success, we improved the server-client connection, with a huge number. (need to be tested, some persons says 2x server workspeed)

And in the end, I gathered some new fresh Ictus pictures!


Bloody hell, it just looks like a doomday device, with two mid energy neutralizer in the hand, and inevitable death coming from above ^^ Miners=Dead. WTB 2!

Thats for this very moment, have a nice game ;)

November 21, 2009

Update's coming

So here's the weekend, with fresh news!
Monday will give us new patch, lets look at it, what it will contain!

-Freighter robot: Sequer!
-Robots will not be auto-repaired when you dock into stations: you have to repair it!
-Icon updates: All kernels will have icons now, + new industrial tuning icon.
-Graphics update for 3d scanresults!

-Because of the freighter mech, and for balance, we nerfing all robots cargo with 50%!
-Combat update: now you can shoot your primary target, while its under locking! The chance to hit the target will be reduced, by the percentage of the locking process. Ew, and other weapons are activateable too! We are really interested about your experience about it, any reply on the forums will be highly welcomed! (atleast from me ;) )
-Reload update: It will check before the reload, that is there any ammo from that type available. New reload command: "load anything that fits into this goddamn weapon" looks for an use able ammo.

November 16, 2009

Monday refreshing news

I forgot to tell you guys, that after saturnday afternoon, a new patch was released, solving all server lagg and every annoying bugs. Still, our player number was lowered a bit, so i wish to wave to all of the players who fear the lagg, that you can come online again ;)

Woho, i counted, we have 26 robots! :)

Meanwhile, i have a bit time to talk about the biggest miner mech: Riveler!
This is the game's heavymech miner robot, the big guy can hold 5 medium miner, and a lot more module:
It has 42 units of cargo, which is quite impressive. But its really important, that like any other heavy mech, it can be only used with optimal performance, if you spend a lots of EP on extensions, because like if you don't have enough reactor upgrading extensions, it will be barely enough to hold the five med miner, not to mention anything else! So if you thinking about buying a heavy mech, first upgrade as many skills as possible, and only then buy a heavy mech. You should even consider this more if you want to buy a fighter mech/heavymech: Those who don't have enough extensions, will be easily killed be small EW mechs, because you simply wont be able to use all possibility that your mech can offer. (this looks like a number 1 problem these days. :) )

November 14, 2009

A bad day, a few good news.

The live server is in terrible shape :( Lags-lowfps... :(
But hold on agents, the fix is coming. Because the server is currently not so playable, i wish to give you some good news. :)

First of all, i told you about the new animation for shield. Well i uploaded a video, so check it out, it rocks:


Lets see what else do we have? Lots of people mentioned it, that we would need a freighter mech. So here's our newest robot: Sequer
The little guy is sleepy, not so lightning fast, and has 120units of cargo.

Hold on guys, patch is coming! :)

November 12, 2009

Thursday night news

Okay lets check what we have:

New animation to the shield!
This is how it looked like:
And at this very moment:

Well, if i look at these pictures this way: we had a greate graphic evolution! :)

Online players record: 52. :)

Some players had a long run, looking for epriton, and from those painful moments, there's the epic picture, created by Blackomen:
We have a nice server mess at moment, but our best programmers are working on it, and should be fixed soon by a huge two-handed sword/axe/hammer. Also with blackmagic& Caffeine.

Silent info: tomorrow, we will have the first look at the new freighter mech! Be patient, all those transporting/looting nightmares will be over! :)

November 10, 2009

Video, from me 2 you! :)

I promised around 2 weeks ago, that i would make a tutorial movie, about fighting, because we have lots of newcomers... So i think, this will give you guys a bit help!
+ there was some really low-res video on youtube, about the gameplay... (yeah i know this ain't so high-res, but currently i don't have 40gb on my harddrives, (thats what 5 minutes of fullHD raw video costs) But i think i will do some revolution, and give freedom to that 40gb... atleast this weekend. Then i will grab some serious weaponry, kick some ass, and record it in 1920x1080, no more pixels and stuff. Promise. :)
Until that moment: Gameplay Tutorial, about fighting. (HD is a bit better, but not rly)

November 7, 2009

Newstime. (=

Still alive. Gargaj made some presentation on a meetup, and there was some new info.
So, what was in the video:

-No elfs. Even now.
-Plants growing automaticly, that means we don't have to place new plants, they just growing.
-Map editing-In game, without extra software-Instantly. That means, we can edit the game, anytime, anywhere, with just the client. Ain't that great? This will give you, dear players the chance to terraform... In time.
-Rapidshare model. Gargaj told us the following: "Those who will pay, will get advantages, those who won't, will play with handicap." Not stable information, this can change anytime.


Okay, we have a new feature, check it out, its ultimate useful!
Options->Keyboard shortcuts->Get to the bottom of the list->[somethinglike:slopedisplay]->Give it a button->Try out.
This will visualize you the walkable paths, by painting red, everywhere else. Forget about slope problems, now you will easily dodge 'em. Maybe we will give it some graphic boost, but nothing serious. :)

Well thats for now! :) seeya

November 3, 2009

Laser Show

Yesterday, i was farming some npc-s, when i realized, how nice the laser animation, while using different types of energy cells (altering the color of the laser beam.) Screenshot time :)






November 2, 2009

Good morning everyone.

Greetings!

Alright, the first and the most important information at this very moment, that you should look in you mailbox, because yesterday we sent another 150 accepts with a postman. Don't give him a tip.

Lets look at our forum, maybe something interesting can be found there...

Hmm, our player Vak0nd has realized, that calculating with prices, minerals, and such can be a pain so he created a material calculator. http://forums.perpetuum-online.com/topic/418/perpcalc/ Skip the description, its in hungarian, i know. :) But, Vak0nd made a nice "english" button in the program, so you guys can use it perfectly. (vak0nd says it will be later updated with some extra feature, wow.)
I have to tell you that, tho sometimes we forgot things, but anyway we always have this nice teamspeak server online, what you can use anytime you want: http://forums.perpetuum-online.com/topic/427/perpetuum-teamspeak/

About the newest patch:
-Woho, we have a new small blue icon, that shows you if its on a player, then you dont have to fear him. Why? Because he's in range of the police turret.
-Meanwhile, we dropped of a lots of police turret on the starter islands, making 75% of these zones safe.
-If im correct our termis problem has been fixed, it should handle mid miner tools much better, and we have some new mining skill to.
-And lots of minor things.

Okay, now i go, get some breakfast, so maybe i remember something else....

October 30, 2009

High five all around.

Cheers for every1!

What should i say? We never had more then 8 people 0-24 online. And we even broke the 28 man record. Wow. Yeah, i know its not a such a huge number, but its quite nice, since this game is hard to learn, and half of the people who check the game out, runs out in fear and screaming "not realistic" things about the game.

We had a bit rough time last night, first connection with lots of people in one place, typical chat topics, "barrens-general feeling" :D Had some really nice comments about the game, that i just had to save as "epic".

[00:46:38] Xan says:
I'll have to compliment the combat system; it is more fun than Eve's, even if it works in the same way.
Now thats something, and we are really happy about how much you like it.

[00:20:21] Cygnus says:
oh no.... tell me there won't be voice chat channels with "mining karaoke night"
What a great idea, we are working on it asap! :D

I was checking some sites, like http://www.mmorpg.com/gamelist.cfm?game=438&bhcp=1 where are we registered. Hype up please. :) (it only counts the hype after 20 or more people)

I also want to say hi to our newcomers, from outer space ;)

I'm also thinking about creating some tutorial video about mining and fighting... some people may have a good use of it. :)

Economy update: words spreading, that the three guy mentioned, making some cartel, and buying all stuff, on preset prices. I will ask them about the prices, and how much profit they get from it. :)

Gui update: The cargo capacity is now clearly visible through the GUI, we dont have to open the cargo just for that. (check for the cargo open button, and its coloring based on usage ;) )

Really nice job on bug posting! Great energy. Great energy. I had a dream last night. I was a dove flying over the sea. Nevermind. :D (those who don't understand the meaning of this last line, just skip it ;) )

October 29, 2009

About the economy.

Well, its possible that i talked about the games economy, how to create stuff and more, but i think i never made an overall view about it.

So lets start with the bottom. We have rawmaterials, commodities. From commodities we can create items, and the commodities are nothing more then the combination of different rawmaterials, refined into 1 thing. So if some1 wishes to create something, he/she will need first the commodities, requested in the items info.

We have two opportunity for that. If we want, we can specialize ourselfs in gathering raw materials (like ores, and plants) Its really important, that if we specialize ourself in something, then for the first two week, you can do only that really good. If you dont, then you can start building everything what you will need for an economyc roll, but that will give you low profit. You can choose: Good Profit, Or more thing at 1 time. The two things not going together in the beginnings. So lets say, we will do the gathering. When will this profit? In the moment there are some people, who will buy raw materials. In this moment there are three people i know, and focuses on industry 0-24: Vak0nd, Dezgard and Senctar. Of course any1 can join them, but you need to spend time on statistic, and think a lot of when and what. But even they cant offer you the best prices, but they focusing on better prices then what the basic market can offer you. At the moment when there are enough buying market for such materials, every one can safly start such a character, because the product that he create can be sold on a reasonable price, on the market. From that moment, theres one more question: who will do the refinery: the one who gathered it, or the one who wants to buy it... So there will be market for both things, giving a bit more mess... Anyway, the rawmaterial refinerys efficiency is still there, so its could be a market, just to buy raw material, refinery it, and sell it with a bit profit... But i think most people who will deal with buying the materials, will bother with refinery... And when they will maximalize their refinery skill, there will be a fix difference between the rawmaterial->commodity prices.

Just to be understandable, why is it so important, to someone place an offer for the market: the basicly offered market price is maximum 25% of the real value of the item, while the markets selling price is working with a more then 75% percent bonus. So its worth everyway, to sell to a player, and buy from a player.

Our second opportunity is recycling. To buy, or simply loot from mobs: items, what we can recycle with an efficiency, and thus get back its materials. Its a quick and easy way to get commodities, but to get great numbers of commodities, we need lots of loot, which can be a problem, because items needs much bigger place in the cargo, then the raw materials, so its could be a thinky, to mine, or loot and recycle. Well, at this moment its looks like, recycling is better for starting an economyc character, then later change to the other way...

Okay, we have our commodities. Now we need a license, to produce our product. So we walk to the engineering, we request a license. Then we bring the license to the factory, where we have to only push the big red button, and voila, crafting. Well ofcourse the life is simply not that easy. We can do three more things in tha engineering.
First, we can improve our material efficiency... If you spend some money on it, with the first 4 level of upgrade you can gain a 15% reduce, on material cost... which is a really nice value. The second would be a time efficiency, which can reduce the production time... And the third is can improve how much license can we request at once, so we can automaticly repeat the license requesting procedure with the system, which takes around 1 hour/license, giving us the chance to avoid nightmares like "its 2am in the morning, i wake up, and start requesting a new license, because one just completed".

So after this, we have our product, we just have to find a buyer for it, and voila, we have money. Our products will be mostly buyed by other players, who will roll out in the desert, killing robodogs, and when they arrive home with full of scratch, and they want only a nice oil bath, they quickly look over the market window, and they discover it with a smile: "I always wanted such an extra armor, its so great, that someone start crafting it." and just pressing the buy button... And we, sitting in the smelly factory, quickly see a new info on our bank account, that we gained x money.

"an advice for everyone think about starting a crafter character: We currently only working with product, what is needed everytime, because its always consumed: the ammunition. It will be needed everyday giving us a fix market, and no one has currently an unique pattent, that could give us production right to items with special bonuses... and everything else is lootable."

October 28, 2009

Public announcement.

Around 100 beta accounts have been enabled, you should check your mailbox. If you didnt get an accept, don't worry, soon openbeta. :)

October 26, 2009

Good morning lads.

Lets see what happend in the weekend

  • We started loading the new robots into the client. Goes slowly. :)
  • We have a lots of refreshing problems.
  • We had loot problems, cargo problems, but it has been fixed.
  • We had a few problems with the Termis, it will be buffed and a new mining skill will be introduced!
From the players view:
  • Some sadomasochist people told me that they farmed out a whole ore field in 2 days. omg. =/
  • Some people started spending money on the industry, if everything goes well, they try to control the ammo market, by creating thousands of ammunition and offering it on lower prices then the npc-s does.
  • The first player corporation is created, and they are looting nicely together. :)
  • If my infos are correct, we have the first heavy mech, owned by a player.

October 24, 2009

Vagabond ingame!

Tomorrow i will write something, but i had to share this with you quickly.


October 21, 2009

Some nice pictures from Vak0nd!


You can find 4 more from it here: http://img10.imageshack.us/gal.php?g=perpetuum20091021231650.jpg

Beta news

Well, in the last few days, it was a really great experience for me, that the few people, who joined us in this last closed beta phase again, stayed active so long. I wish to say thank you for all of you, that you just keep playing the game, and writing useful comments to us. I was even surprised, that you found bugs, that should be fixed asap, but my sight is just simply skipping over it...

There were lots of post on our forum, about many things. I wish to write about two things, and tell you some info about this, to be clear: these are important stuff, and we wish to fix them fast.

The first is the long walks. These can be really long. We have many great ideas about how to reduce it... But: We are limited in time (as always) so we simply cant afford to implement these. Its not like "forget about it", we will try to do some better stuff (like teleport nodes, what you can drop, and can teleport you from A to B) after the release of the game. We will implement the InZone teleports, which will reduce the time of walking, plus we wish to help you with storing and fixing with smaller buildings, placed in some useful locations. So you dont have to walk all the way back from the mining field, just simply store in the nearest bunker, then when you done, transfer it with a bigger mech.

The other problem is the money gained by industrial characters... because its low. The reason for it is simple: because we dont have too many players at the moment (ahh how i wait for open beta) there are simply no buying market for it. Plus, you need some people, to form a nice corporation, where one people gathers plants, 2-3 people mines... Then you will have a much better profit rate. Of course its not doable with the current 20 player.. plus we trying to nerf the loots, because looting of npc-s is currently much better way to find money... We are on it to make balance. With mining, and everything else, material prices and stuff.

Well thats all about problems. Thanks for everyone in the beta so far! :)

October 18, 2009

Last Closed Beta phase opened!

Today, around (gmt+1) 3AM we opened the last closed beta phase, where every play invited, who had previously an account. This beta phase will last till max 1,5 month, after that we open the floodgates and OpenBeta will be released.

What this version can offer to you, and previous versions didnt?
  • Normal character "leveling", with every type of upgrade/extension, even from the character creator!
  • The 6 final map is under construction, but its in pretty useable state. Take a tour around, and even check for minerals/plants!
  • Npc flocks, with much better AI! If the first group you meet will be too easy, try check some bigger ones... ^^
What you should'nt do at this very moment in the game? (in my opinion)
  • Dont start MassDiplomatic character, or only, if you agree with some people, that you want to make a corporation. Reason: Gangbonus system is currently offline, so you cant give teambuff-s, nor with extensions, nor with modules.
  • We slowly modifying/terraforming the landscapes, but we doing it on a different server, and from time to time, we update the maps. Try to logout docked, so you cant find yourself in some messy position where you cant move. If it happens, write us on forum/irc/ingame, and we help you out!
  • Dont try to go trough the Outer teleports with a fresh character. (we have inner and outer teleports ;) ) It will be a pretty fast death if you meet a high level npc flock. Im not even suggesting it with a heavy mech. First, form a group, then go for it! :) Scouting can be fun though ^^
What we want you to do!
  • It would mean a lot to us, if you would try to start the game. Military characters should look for killable npc-s, Industrial characters should try to mine and make items, then sell it to other people. Diplomatic characters should lead corporations! Form corporations, and fight sometimes with each other! Gather money, buy better mechs! Dont let the market foul you: there are plenty items in the game, the base markets offer you just a piece.
  • Try ever base option! Look for every type of material, every type of mineral and plant is mineable/harvestable (though finding rare minerals, is a pain job, but hey, its worth it (i think ^^)
What will be implemented in the game soon:
  • Gangbonus system. its coming.
  • New robots
  • Final landscape
  • Mixed npc groups, for maximal challange.
Well, if we count what we have in this moment, and what will be added in this beta phase, we get what we will have in the start of the openbeta phase. In the open beta we will implement the questsystem, and shorly after the instances.

New trailer!

October 15, 2009

News time!

Hello everyone, im trying to gather some infos, and share it quickly with you ;)

Lets see first how the development going.

-Super Activity. I never saw so much people online from the developers, at the same time. gogogo :)
-Low prices on the market now changed to normal prices. Prepare to pay! for weapons and modules ofc.
-We started testing the opportunitys of new players, after we had some results, we made some dummy npc-s for learning and beginner combat.
-A new layer of texture is now implemented into the graphic system. its "Shiny". Checkout, screenshot included.
-The game's gang (party) system is now in pretty good shape, check it out. (i dont know what about you guys, but i like simple design, in the gang menu, with right click u can do 5-6 stuff, thats enough for me :) )
-New robot pics for you: Riveller, the HeavyMining mech
-Important info, because i told something stupid: I show you nice pictures of new robots, and told you about the new animation system, that will give us nice hand-weapon animations. Its still true, but the new animation system does not fits in the current developing time. This does not means that there will be no new mechs, it's just means, that they will use the old hand-weapon models, not the new system, which is till under development. Only after the release of the game will the developers have time to finish and implement the new animation system to the game, because its require atleast 2 month, and yet every hand is full with some work... so there just no time for it, before the release of the game. After it. (but, if you ask me, this is a really nice hint about what kind of graphical development would go on after the release of the game, if everything goes well ;) )

October 11, 2009

Zenith and a reaally nice weekend.

Ahoy there. Sorry again for the longer pause in the "info wave" but i had to escape from the depths of the city to some "less noise, more music, more drink" place, and... well i just returned, so i think i should serve you now the newest pictures i gained.

Zenith is the next mech who will be shown to you... (they told me to speed up the release of the new robot pictures, because if i dont, you will play with the new robots sooner then i release all from the list...) So... Zenith, The Thelodica EW mech.

He likes to play with the children, and guarding your yard perfectly. Or else maybe you can shoot lasers with it, and hax enemy mechs with it. Maybe. Maybe not. Anyway check out the nasty hands this nice robot has, and the laser which he's hiding under his armor.
I will tell you the true: I'm damn tired. Other news:
"Zoom says: We are preparing for the next closed beta stage."- Sounds good!
"Zoom says: A new trailer is just ready for release."- Woohooohoo! :D
They talk quite much about game rules and stuff, how to make it better, but im just damn to tired to make sense of it. I will check the logs later! :D
By the way, Blogger's picture upload system (which goes trough picasa) is currently sucks balls, as blogger dont create useable links from the pictures. Or im making some huge fatal mistake. I dont know, but i want you to be able to see the new robot pictures in a bit "higher resolution" so here, i uploaded it to a public picasa gallery: http://picasaweb.google.com/MancsPerp/PerpetuumPublic#

Btw: i think, this is the most... AWSOME robot that the game currently has. PEW PEW!

October 6, 2009

Official site's login is currently down.

Currently, we deleted all the live server characters, as we are working our way to the next beta phase. (in next beta phase you all have to "level" your characters, as you should do in final game.)
Because of this, you can't login to the official site... Because its requiring a character on the live server. Auch. Sorry, but we forgot about this. :( Next beta phase soon... we hope! :)

October 4, 2009

Allow me to present: Mr. Vagabond

Well, sometimes even good things can happen to me, i was able to put my paws on some nasty Vagabond picture, which presents us a new nuimqol EW mech!
What should we know about him? Well, first of all, the most important thing that we will learn, that if we see him, and we do not own a nice Anti-ECM, its time to turn around and sprint to the nearest base. He has around 6 head slots, which, combinated with the fact that he is the master of Electronic Warfare, making it clear for us: As long as the numbers don't speak against him, or he wont get a focused attack for a longer time, he will be a dominating part of the battlefield. From EW modules, he can basically use more, because we giving more stats, required for EW modules, to every robot which is running under the label "ew mech".

Which is really interesting, and amazing at this moment for me, is the hand animation: if we check out the pictures, we can see the robots hand sometimes, and sometimes not... Well, its because of the new animation system, that is currently developed: we can create more complex animations, robots. Previously I told another sample from the mining robot, but this is looks much more awesome, i can tell you! O.o

Don't worry, Vagabond has just enough weapon slots, to help out anyone with some magnetic bullet, if he thinks that "This is the best place to mine some Liquizit!"

Btw: sorry because the pictures looks a bit rough, it just quickly rendered, and i didn't want to mess it up with my amateur photoshop tricks.

September 27, 2009

Sunday, again.

Well heres the weekend again, and I had to work again, so i had less time to spend on the game... (You should know that I'm only writing this blog in my freetime, and even i have to live from something ;) ) So i quickly think about what interesting infos has comed to me...

Models:
Well, last time i show you some smaller building... Well it has now a pelistal pair, but i realized that its not a soo important building rather just a small decor-addon building that will appear many times... So you will face it from time to time. Well maybe I shall tell you quietly that a new mech model is coming, this time an EW-mech, just waiting to jamm the ass of all heavy-mechs...

Music: Well, if i know it right, some new weapon sounds have been made, or there should be some to make because some are missing. ^^

Other:
Facebook. Yuhuu, we even there. How we dare?! This way... Facebook account is needed to check it out, but not too much extra information if you ask me... Tho all vids will have link there, and important informations should be released there too.

well have a nice weekend ;)

September 23, 2009

Thelodica scouts has just reported: they found a building from their own.


Or something like that. I was walking in the forest, looking for mushrooms and redhood, some lighting fast Intakt comed from the right, soooo i looked right off the cliffs... When i saw something shiny.

Woo, what could that be? ^^




September 20, 2009

Sunday Sweeties

Well, the work currently goes a bit slow, because some of the developers currently at their own demoscener program... So i cant poke too many people here, to get some new information, or to make some new stuff that i can tell you about... this weekend. :) So I'm just chilling and playing with a huge shovel, editing the game's map, creating places to go... :) I'm even a bit angry because I'm waiting for some article to be released from some good hungarian gaming newspaper, and other stuffs, because there was a lots of nice picture taken for this reason... I really like the pictures but i can't release such pictures before the article is readable on the main site. Soo, guess i have to look into my screenshot folder, so maybe i can find some nasty pictures.

Yeah, now thats a funny picture. When i first saw it i couldn't believe my eyes. The game can defragment its datafiles, so the access speed wont get lower as time goes on. Nice! :)

Well, yeah as you may see, this is just a nice path between two hills, and just rolling down to the beach. In smaller spaces the plants even look better, but thats just my opinion.

Hehe, top secret picture, taken while we was doing some shooting and good things. Hell, i hope that i wont see such few players around, when we finally get into open beta. You may even notice the lots of white squares in the background, they mark Lootboxes, what we are lazy to loot... (Npc spawn currently a bit too fast) :)

Gropho and Kain, head by head... well its clear Gropho is the bigger guy, and kain is not even a heavy mech.

Well, couldn't find more stuff at this moment, i wish everyone a nice weekend! :)

September 15, 2009

News from the base!

I have to apologize from everyone because i had a bit rough weekend, and lots of work since then. :)

Well, today i finally was able to enter the sacred land of the developers, to learn about our nice terrain editing tool. From now on some of the developers (and my own little hand) will work on forming the terrain, creating npc spawns and stuff.

A silent news: a new trailer is coming, and even some wallpaper for you ^^! Just a little patience.

Really important news: The game engine has gained speed, sometimes +25% fps! We are reaaally happy about it! :)

Hold on guys, the game's development is going on with full steam! ^^

September 9, 2009

Newstime!

Lets see what happened in the last week.

Well, our first and most important news, is that the music of the game has been updated, now plays more complex song, with noises, scratches and all that electric stuff. Well I think it has become better, for chill&relax.. but we still need more bass for a nice combat music.

Our radar has been updated, now showing not only the terrain, icons will be shown at the positions of buildings, teleports, players and even Npc-s!

Yesterday the new gallery was linked to one of the biggest Hungarian gamingnews-site, and because lots of people told on the forums that there's maybe too much blur, the level of blur used in the game is now reduced to a more solid level.

Well maybe I can tell you that last week, I was able to put my hands on the first AOE (area of effect) weapon, which will be followed by more. This current model aims at ground, but new player aiming version will soon come. Plus, I think this ground aiming Aoe weapon will work as an Industrial weapon.

Sadly, the Aoe weapon, and the two new industrial modul (mid harvester+miner) do not possess currently its model. Well at least we can use it. So I checked the informations, the stats to compare small and mid industrial modules. Well looks like the cpu requirements are the same but the mid versions require 4x more reactor, and eats 5 times more energy while activated. But, its still worth it: they produce the same amount of ore in 60% time: the small one works on 18 sec, the mid works on 11!

September 5, 2009

New Screenshots on the game's website!

Well, new screenshots just had been released on the game's website. Around... 40.

http://www.perpetuum-online.com/Media:Screenshots


Take a look around, there are some really nice screenshots!!! :)

If everything goes okay, soon I will be able to tell you some stuff about the quest system, that's improving everyday, master BoyC currently doing some tricky stuff about the engine, changing some file formats, converting and stuff ... and he says "the game will run faster and load faster" soo that's some important stuff too. ^^ :)

September 2, 2009

New Skydome

Well, master zoom had a bit time, and he made us some new shiny skydome. Voila.

August 31, 2009

last report from august.

Aright, so lets see... Here comes new infos!!!


This picture shows that the new "when the slope is too big" feature. When it is too big, this mark will be shown, and will stay on screen till you walk away from the problematic spot.

Woohoo Keyshortcuts! Now supporting only a few commands, mostly open/close windows, but soon will gain new commands like... target it, take it main target, drop target, reload all etc.

The open/close windows now gained buttons for easier switch, and filling some space in the topright corner. :)Ey, nearly forgot, that all the npc-s got some AI update, so now the little evils fighting much better. Don't even think about killing 4-5 in one time, even the smallest ones reap a heavy mech. Auch.

Here comes September, and with a bit hope, the time for open-beta is now much nearer! :)