Testing and polishing the artillery line of sight calculation.
January 3, 2011
Artillery work in progress
Testing and polishing the artillery line of sight calculation.
January 2, 2011
Banhammer strikes.
Because this blog isn't official, I guess that means that I can troll around for a few minutes.
After a bit investigation, we successfully banned 15 accounts because of NIC selling for real money.
Many of you reported a large group of miners, mining for 12+ hours a day, without corporation and pretty suspicious.
It was super interesting to connect all those accounts together, and investigate their account, find someone who supposedly bought NIC from them, talk to the persons, confirm that these guys do what I thought they do... and then wave the banhammer.
I have to warn all of you, that such activities are forbidden by the EULA. If you receive cash from an unknown player, either send it back or immediately report this issue to a GM.
I was thinking by the way... How's this goes with other smaller mmos? Do they have the tools to confirm such issues? To point out the required informations? For us it's one of the most important things, to make sure that our game provides fair gameplay for every player. Do the other small mmos even care about such things as "gold farmers"?
Well, we do care. Take care guys!
December 26, 2010
Happy holidays! :)
On behalf of the developer team I wish happy holidays and a happy new year to everyone!
- We thought that the Sequer may not be enough for your current freight transporting needs. A new mech will be introduced.
- Lots of people requested a feature that can log some nice data for you. Like who killed you or who did you kill. This so-called ‘Combat history’ will be a nice feature for sure!
- Robot-death-explosion-damage. If you die, you actually damage everyone around you. Bigger robots will have bigger explosions.
- If you think about the previous feature as an actual weapon, go no further; we will create an item that allows you to play kamikaze, with bigger fireworks. But it will require some reactor and CPU, so no Intakt rush with explosives.
- Have you ever thought about dropping bombs? You deploy it on the ground, it starts pulsing... and then everything fades to black. Well well well... I'm quite sure it will cause some damage! Use it to separate yourself from your enemy by placing it in narrow passages, or if you're a spy in the flock, why not surprise them with something funny? Also, my mind has just gone crazy about the possibilities of such a basic item and some more work on developer side... And had a vision of a bomberman event.
- What would you do with AOE (area of effect), if you couldn't shoot it on the group; why is it necessary to shake hands every time you want to cause damage? Of course we agree with you - new aoe weapons. Slow cycle time, shot at somebody, collateral damage to everyone nearby that target. And hoping that you ain't nearby that somebody.
December 14, 2010
Servers down
Will be back as soon as possible.
Anything lost due to this unexpected downtime will be reimbursed.
December 13, 2010
Awesome pvp video!
Congratulations to the winners of the event, and thanks to the other side for their effort on the battlefield! I wish you better luck next time ;)
December 9, 2010
Release aftermath
It's kinda frustrating feeling, when you say "release time". First thing that gets into your head, is to look at the selling statistic. After the first sold copy you finally can say "somebody thinks that what we did actually worth the cash". And it's an awesome feeling after 4 years of developing. (for the developers who actually started the whole thing. For me, it's just nearly 2 years of poking around, mass bug hunting, working on balancing, zones, missions and so on.)
The second thing that you realize is that you developed an mmorpg. Hurray, we made it to release; let's take a sneak peak at the general chat to make sure everything is all right*. And since, we didn't had one day that would go without a new bug reported. Then you realize that mmos require constant developing; you look around to see that everyone works just to stabilize the situation.
* There's no such thing as all right in mmos. Lesson learned.
Then two weeks go by, and you may* actually say that I have time to work on new things again. At moment my main task is to help the GMs, as I can't do nothing else at the moment. :(
*I'm speaking only in my own name. Everyone around me works on thousands of things.
In the past weeks, we realized a lot's of things: we needed better hardware, more hardware. The longer (1 hour long) downtimes are usually due to some hardware upgrade. As the whole game runs now from 3 servers, we hope that the players would experience less server issues. Our network connection also had it first test: around a week ago, there was an intrusion event with lot's of agents taking part of a pvp battle. 45mb/s upload does sound nice, isn't it? :)
Network issues however, such as lag or full disconnect can't be fixed such easily. Many players noted that our connection may not be as stable as they experienced it with other mmos. Until we can improve on this, I found a nice post from the forums from Kethir, who said that his connection is much better, if he turns on a free VPN software called "AnchorFree". Although I can't really tell too much about it, I have to say that the ping to australia from hungary is lowered by 200ms, if this thing is turned on. This may be a good option for people who try to play far from europe, and a very bad idea for everyone in europe (+200ms here, to the server)
We have been nominated for Best New MMORPG in 2010. It's nice to feel that even if we are just a small company, our product is racing against the big releases.
Oh, and I made some time-lapse thing when I had a bit time; I was amazed that our beautiful garden in the TM starting zone can be so cool.
Alright, I'm out of interesting topics. Don't worry: We already working on our first huge patch, that will include some new tools to play with. Of course, it still requires lot's of work, so I'm going to stay silent about everything... for now.
November 17, 2010
Beta is officially over
We wish to say our thanks to every player who joined us for the beta. It's been a long development, and we are proud that the game is ready for release.
I wish to say special thanks to all those players who took part of the community, either by working for or with a corporation, helping or trolling on the channels. It's been a great experience for us, and every one of you contributed to the beta feeling in some way. We saw great pvp battles, corporations working to gain new technology levels and outposts... annoying bugs. :)
We hope to see you guys again after the release.
In the end, I wish to show you some nice videos from the community. :)
October 7, 2010
October 6, 2010
Press Release - October 6, 2010
October 4, 2010
Beauty Patch
After a long silence from the blog, I'm happy to share with you that today we finally released our newest patch. It was a bit tough for me to stay silent until this moment, because... we wanted to make it a surprise! :) So it's here, it's nice and shiny.
Take a look at the Change log, check out the uploaded soundtrack files... and get into the game.
August 5, 2010
Intrusion system preview
July 22, 2010
Last Mech Standing event
Dear players! There will be another event, this sunday, so make sure that you have time to join the fun! Here's the details from our forum:
Date: Sunday 25th July
Event Preparation Starts: 19:00 Server Time (CET)
Event Start: 20:00 Server Time (CET)
Location: Hokkogaros
All times are in server time.
‘The Event’
‘The Event’ is a gladiatorial battle for supremacy in a closed environment designed to promote strategy, tactics and PvP prowess. All may enter, however only one must survive.
Anyone may participate in The Event and the rules are simple. Kill everything. Regardless of who participates in the event and their allegiance only one Mech must survive. That Mech will be awarded the main prize and claim the title of the first “Last Mech Standing Victor”.
Event Information
A unique arena has been constructed in order to house the event. The arena is circular an approximately 2 kilometres in diameter. Terrain will be harsh and unforgiving. Bunkers, ditches and firing ranges will be common place.
Players that wish to take part must be on Hokkogaros so that they can be teleported by a GM to the arena. The chat channel “LMS” has been created which all participants must join; this will make the GM’s lives much easier when finding players to teleport and provide a central channel of communication.
Event preparation will start at 19:00. GM’s will teleport players to the arena from 19:00 until 19:50. The event will start at 20:00. Do not expect to be teleported after 19:50.
Once participants have been teleported you will be assigned a location at the edge of the arena by a GM. Fighting must not commence until a GM has given the go ahead.
Once inside the arena and the event under way the rules of engagement are simple. Kill everything. The main prize will be awarded to the last Mech standing. If there are multiple people alive at the end of the event and they do not wish to fight then they will all forfeit the main prize. Only one Mech must survive.
All robots killed during the event will be reimbursed by a Dev/GM.
Prizes
A fully fitted Tier 4 Heavy Mech will be awarded to the player who wins the event. Various other prizes will be awarded to participants, both individuals and corporations who show organisation, a good strategy, tactics and general PvP prowess although the value of these prizes will not exceed the main one.
July 16, 2010
Perpetuum Extension Planner
July 13, 2010
Squad bonus and Gui improvements
We successfully updated some gui elements. :) Lot's of people had concerns about the visibility of the player's target with the previous locking gui, so we worked on that one a little bit. We reduced the size of the targeting computer(and landmark info), and we also reworked the module list. We will add soon some new features to the landmark list, based on the players requests. (filtering npcs/players, standing based filtering, robot type filtering.)

We finally released the video from the pirate event.
June 29, 2010
Renegade event results
Lot's of players joined the event for some loot and for victory. (eventually, for killing some archnemesis :-) )
We tought that you migth want to check out the whole killing list, so here it is:
20:35:49 Killer = siberian beast Victim = Inda
20:36:40 Killer = MadGelo Victim = Jita
20:37:06 Killer = Dongstromatic Victim = Pusztito
20:39:47 Killer = Oswaldov Victim = Corban
20:43:20 Killer = Neoxx Victim = Nordreptyly
20:43:29 Killer = Dongstromatic Victim = Ger fon Moskit
20:43:37 Killer = AngryAndy Victim = ReneGAD
20:43:40 Killer = Specchio Ipafo Victim = Duega
20:44:01 Killer = Akumaka Victim = Admiral
20:44:08 Killer = Oswaldov Victim = Kara Mustafa
20:44:12 Killer = Dongstromatic Victim = bankup
20:44:22 Killer = Neoxx Victim = Tusk
20:44:25 Killer = Dongstromatic Victim = DENWER
20:44:32 Killer = Dongstromatic Victim = AngryAndy
20:44:45 Killer = Cyan Victim = Ormm
20:44:45 Killer = Dongstromatic Victim = Makika
20:45:13 Killer = Dongstromatic Victim = Manyaks
20:46:16 Killer = Ember Greyhart Victim = Nuclear fire
20:47:13 Killer = Annihilator Victim = Rouge Selenium
20:47:27 Killer = HeTyIIu Victim = Oswaldov
20:47:54 Killer = Specchio Ipafo Victim = Violetta Frost
20:47:58 Killer = Shrike Victim = Sunduk
20:47:59 Killer = Karism Victim = Torano
20:48:13 Killer = Deeandre Victim = Auras
20:48:48 Killer = Siddy Victim = Sequadon
20:48:56 Killer = Karism Victim = Mat
20:49:28 Killer = siberian beast Victim = kombatunit
20:58:40 Killer = Karism Victim = Inda
21:06:40 Killer = HeTyIIu Victim = BigTom
21:08:12 Killer = siberian beast Victim = Cyan
21:08:39 Killer = Voland Victim = Specchio Ipafo
21:08:44 Killer = Karism Victim = Alexander MkII
21:09:01 Killer = Annihilator Victim = Siddy
21:09:29 Killer = Nick Fury Victim = Kasha
21:09:40 Killer = HeTyIIu Victim = MadGelo
21:09:44 Killer = Karism Victim = PeXi
21:10:34 Killer = Neoxx Victim = Scarba
21:10:47 Killer = HeTyIIu Victim = Voland
21:11:06 Killer = Neoxx Victim = Nefaroth
21:11:37 Killer = Dongstromatic Victim = Meti
21:12:05 Killer = Neoxx Victim = Karism
21:12:07 Killer = Dongstromatic Victim = Pusztito
21:12:21 Killer = Nick Fury Victim = Ember Greyhart
21:12:37 Killer = siberian beast Victim = Tailn
21:12:38 Killer = Dongstromatic Victim = Styx
21:12:59 Killer = siberian beast Victim = Neoxx
21:13:13 Killer = Dongstromatic Victim = Nick Fury
21:13:42 Killer = HeTyIIu Victim = Ghizmo
21:13:51 Killer = Dongstromatic Victim = Tiberius Korso
21:14:06 Killer = NickCave Victim = Joshua Wolf <- VIP 21:14:10 Killer = Siddy Victim = Rav 21:14:26 Killer = siberian beast Victim = Vincenoir 21:14:39 Killer = HeTyIIu Victim = Shrike 21:14:41 Killer = Siddy Victim = Kodsarkany 21:14:44 Killer = Annihilator Victim = siberian beast 21:15:10 Killer = Dongstromatic Victim = Siddy 21:16:51 Killer = Uranos Victim = CJIECAPb 21:18:27 Killer = Dongstromatic Victim = Sequadon 21:20:45 Killer = Dongstromatic Victim = HeTyIIu
Thanks for everyone joining the event!
(high res, max detailed pictures&videos coming soon)


June 22, 2010
Effect system patch
In the last few months, looks like we were able to finalize the game core elements, and now we have much more time to actually work on balance, gui updates and models.
The updates ain't really big, still they can change lots of game elements, like we did with the prototyping, or just consider the extra safepoints/teleports in the outpost patch. We also started timing these patches: we try to give you some novelty from time to time. And so, here we are again, with a new update for Perpetuum!
This patch's main feature is the update to our effect system, with a few extra Gui elements(sharing information about how much effect's have an impact on you) and also featuring some limitations on effects stacking, nerfing the use of focused ewar gameplay.
Also because we created nice circle fill for effects, we also implemented this feature for weapons and modules too. Reload/Firing cycles now also viewable trough the module interface.

Pirate Convoy Event
I was recently informed by some nasty pirates, that there will be a convoy event, with heavy mech in prize, so make sure that you and your friends will join the party! GMs will spectate the event, and reimburse every lost robot. More info: http://forums.perpetuum-online.com/topic/2221/pirate-convoy-event/
June 12, 2010
Patch day, again.
- Insurance is now available, based on average market price. This should help players to keep playing where they stopped, even after a painful robot death.
- Tweaking in reverse engineering: for market and gameplay issues, from now on only standard, and prototype items will be reverse-engineer able.
We allowed in tons of people in the last weeks, and so the player numbers have increased nicely. Many new corp trains the incomer newbies. If you look for a new corp make sure that you take a good look around, many good corps looking for active players. :-)
Make sure to take a look into the game if you were away for a quite long time... Ohh and New Virginia holds a nice surprise for everyone! :) Make sure to check it out.
June 6, 2010
May 30, 2010
New patch, new players! :)
It's been a few days since we were able to release our newest patch, including many new features, like outposts, tons of missions, direct trading and so on.
As usually in the beta, there were a few things that had to be hotfixed, or changed after the patch, but I have to say that we dealt with them pretty fast.
First of all, I wish to say hello for our new players who joined the closed beta recently. We accepted many beta applications in the last few days, so make sure that you check into your mailbox if you ain't in the beta yet: it's maybe your lucky day.
-To each corp you have a standing, that will increase as you complete missions for them. To get a higher confidentiality level mission, you have to achieve a higher standing. There are standing values which work as borders for these confidentiality levels. Basically, these are the whole numbers: 1.00, 2.00, 3.00, 4.00, 5.00. If you reach 6.00, you completed all the missions for that corporations, at moment.
-We have a rule to make sure that you won't farm only one mission. This rule says, that you can pick up a mission only if this mission isn't in your "previously done missions" list in 3 times for the last 10 missions you have done.
There will be a few changes soon, so here's a quick update.
-We will change this farming rule, from 3 to 6, so missions won't disappear simply by doing them 3 times. Also, this allows players to level with only one corporation. (previous setting prevented this)
-Mission items (data discs) will be recyclable hopefully really soon. So it won't be simply a trash item if you have more of them then what you need.
-I will rebalance the mission standing modifiers, so missions with less standing reward will give a bit more, and missions with much more standing reward will give a bit less. (less difference on standing side, same difference in reward prices and items.)
Make sure you guys visit the outposts and do missions there too! (These missions accessible after reaching 1.00 standing with a corp, check missions available for you trough the assignment window!)
Finally, a nice screenshot from the ICS outpost:

May 10, 2010
Patchinfo 2 :)
Direct Trade
You can trade only in base, and only if you both in the same base. Everything is trade-able, and you can even offer money trough the system. ;)Fraction numbers in Market!
Many of you requested it, so after a long time, we finally implemented it.


