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.