Wednesday, October 27, 2010

Sunday, May 23, 2010

Perpetuum – Update / Patch for 5/24/2010


The day has arrived, welcome to our biggest patch to date!

Of course it is practically unavoidable that changes of this magnitude will bring some new bugs, so we will closely watch your reports on the forums in the coming days and put out small fixes if necessary.



Added three outposts to every island. These are basically smaller terminals, they work the same way as their bigger counterparts, have base facilities, you can rent corporate storages and perform market trading. However there are no NPC vendors on them, so you can make big money for example by supplying all the mission running agents with ammunition.

New assignments

NPC corporations now offer altogether 465 assignments distributed among all terminals and outposts, on inner and outer zones as well. Assignments currently have 6 so-called confidentiality levels, with increasing difficulty. The higher levels become available by improving your relation with the contractor corporations by successfully completing assignments for them. The majority of assignments now also offer special ammunition types as a reward. These are not manufacturable and cannot be reverse engineered, they are only available here.

Equipment window revamp

The robot equipment window got a new layout: you can now easily see slot types and sizes even if there is a module installed, and it even shows where the selected module is on your robot. A repair button is now also available here when your robot is damaged.

Direct trading

This long-awaited feature is finally implemented, you can now trade items directly with fellow agents at the same terminal as you are. Simply right click on an agent and select "Trade". A new option related to this has also been added to your agent profile, where you can disable accepting trade offers. You can also see this setting on other Agent's profiles if they don't want to be disturbed by your petty offers.

Environment upgrades

Completely renewed the terrain textures, improved the day-night cycle, weather and overall lighting. All islands also received further terraforming improvements.

New NPCs

Electronic warfare mechs and industrial NPCs have appeared throughout all islands. These new industrial robots also drop new types of kernels: all industry-related technology can be researched using these from now on.

Prototyping improvements

Items created via prototyping are now more useful: these are now unique prototype items, with slightly better attributes than their normal counterparts. They also require lower level decoders when used in reverse engineering and receive additional bonuses to the material and time ratios of the resulting CT. (Reverse engineering a prototype item will not give you a prototype CT, just a normal named CT.)


The first part of the tutorial is now complete and will automatically start for new players when they first arrive on Nia. It features quick guides for basic movement, combat, scanning and mining.


New: Improvements in robot position and line of sight calculations.
New: Option to disable doupletap autorun.
New: Assignable hotkey for toggle-type autorun.
Fix: Alpha strike didn't work while another lock was in progress and selected.
Fix: Proper error message when trying to enter a terminal with a PvP-flag.
Fix: Clicking an opened terrain context menu after docking or when the parent window wasn't present anymore resulted in a client crash.
Fix: Modules won't use a cycle of energy anymore when the target is out of range.
Fix: Modules will now properly deactivate when using them on an invalid target.
Fix: Field containers lost their security codes when the owner entered a terminal or logged out.
Change: Loot containers now have a security code tied to its owner for 5 minutes. After 5 minutes they are free for all to take, up until their 10 minute lifetime.
Fix: Ammo duplicating was possible when the robot was in a container.
Fix: When taking everything from a loot container, sometimes a new one spawned in its place.
Fix: Unstacking didn't work when the remaining stack contained 0 items.
Change: Remote repairing NPCs is not allowed anymore.
New: The radar will now display tooltips for everything if you hover over them with the cursor.

Fix: The sudden health drop of robots after certain equip actions (mass reductor, armor plate) has been fixed. HP percentage will now remain constant during these actions.
New: Leaving the input box empty when renaming a robot now reverts to the robot's default name.
Fix: Robot information windows now show unmodified bonuses when viewed from the market.
Change: Changed the way how the mass of robots is calculated and also increased the mass of all modules, so equipped modules now affect your robot's mass and thus its speed even more.

Change: Armor repairer tunings now also decrease the accumulator usage of armor repairers.
Change: All mass reductors have been boosted and renamed to lightweight frames. They also have become unique modules, which means you can only equip one per robot.

New: New login and character creation backgrounds.
New: Proper icon for the Prototype facility.
New: Added icons for robot shards.
Fix: The Vollert medium missile launcher had a light launcher model.

Fix: Some cache and memory optimizations.
Fix: No more black/blank avatars after alt+tab window switching.
Fix: Fixed black borders on the sides when using a wider screen ratio than 16:9.

Fix: The extensions window will now refresh itself more often when kept open to show new options as more EP becomes available.
Change: The former extension 'Shield technology' is now called 'Improved shield technology'.
Change: Increased the bonuses of the buy and sell order extensions from 3 to 5 at advanced, and from 5 to 10 at expert levels. Also increased the rank of expert extensions from 4 to 5.

New: Improved the layout of the Reverse engineering window. It now shows the attributes of the resulting calibration template and also indicates when it needs a manufacturing unit of items instead of just one piece.
New: Confirmation window when researching kernels.
New: Kernel research will now check beforehand whether you have all the information already from the selected kernels and will tell you so. Kernels will not be consumed in that case.
New: Expected material requirements are now shown when adding a CT into the factory.
Fix: Efficiency info on a freshly created CT was only visible after refreshing the storage window.
Fix: Refinery input will now again default to the maximum amount possible.
Fix: Reverse engineering ammos consumed only one piece instead of one manufacturing unit.
Fix: Removed the sell option from CTs.
Fix: Industrial tunings' research data was missing from kernels.
Change: Reverse engineering requires items to be packed from now on.
Change: Disabled kernel research from corporation storages.
New: Facilities will now find the required resources and materials in all subcontainers and robot cargos.
Change: Mech and heavy mech class robots and also named items require now more epriton to manufacture.
Change: Removed epriton fields from inner zones.

New: Confirmation window when clearing corporation storage logs.
Fix: Logging didn't work when a folder was created after logging was turned on.
Fix: Removed unsuitable contextmenu options from corporate storages and folders.

New: Removed police towers from inner zones as they have become obsolete and added more to outer zones to properly cover terminals.
Fix: A rank 1 Tyrannos NPC was accidentally dropping nuimqol shards.

Fix: The world map will now display assignment points.
New: Mission items can be delivered now also when they remain in your robot's cargo.

New: Introduced decimal points for NIC amounts.
Change: The default value when buying items is now 1.
Fix: Selling items from robot cargos or containers works again.

Change: Area scan percentage numbers on the map have been moved to the top left corner of the scanned area so that they don't get overlapped by the "yourself" icon right after making the scan.
Fix: When a main menu window is in a minimized state, clicking the main menu button for it will bring it up instead of closing it.

New: Added even more types of ambience.
New: Improved many sound effects, including some robots, missiles, explosions, hit effects and locking sounds.
New: Added sound for reloading.
New: Added sound for new private chat messages.
Change: Added a less annoying effect for the default chime (like when buying something).
Fix: The age-old sound effect-switching bug (most notably when explosions had a tree-cracking sound) has been fixed.

Change: Options: the special effects checkbox has been changed to a slider. The rightmost setting enables both bloom and sharpen effects, the middle setting has only bloom, and sliding it all to the left turns off both.
Change: Chat input is now single-line and scrolls as you type.
Fix: The "Suppress police warnings" option will now also disable the warnings received when you leave a police protected area.
Fix: Changing the sorting in the chatlist window caused the wrong channels to open when double-clicking them.
Fix: Faulty server response when uploading a crash dump.
Fix: Mail outbox: clicking "Open profile" on an outgoing mail will now open the recipient's profile instead of your own.
Fix: Capturing screenshots in fullscreen mode didn't work under Windows 7.
Fix: Search will now tell you if there were no results and will properly update window contents when switching tabs.
New: Containers and folders are now sorted first in storages.
New: "Stack all" renamed to "Storage stack".
New: Added a "Gather" option for non-packageable items like ammos, materials or kernels. This will collect all items of the selected type from all subfolders, containers, and optionally also from robot cargos in the current storage.
New: Added "Top agents" tab to the News window.

Wednesday, May 19, 2010

Perpetuum - Latest news etc.

Hello everyone,

Latest news about Perpetuum can be found on the official game site. But, you can also visit the beta blog @ for news about the up coming patch/update slated for 5/21/2010.

They are shooting for Open Beta to start the beginning of June if this next patch has no major issues.
Hope to see you in game soon.

Feel free to contact me with any questions.

gremrod70 AT gmail DOT com

Wednesday, May 12, 2010

Tuesday, May 11, 2010

Perpetuum - Character Progression

The developers of Perpetuum Online went with an online/offline character progression system. This means you don't have to do not have to actively do anything to level your character. The system lets you progress your character over time.

This type of progression system works well and gives everyone the ability to have character progression without having to spend large amounts of time online to keep up with those that can spend many hours a week playing.

Everyone accumulates EP (Extension Points) at the same rate. The rate is one EP per minute. This happens if you're online or offline. There are no Extensions that boost/modify your characters' attributes; which, affect the EP cost of extensions.

Your EPs save in your accounts' EP pool and is for use by any character created on the account. For example if you have all three character slots taken up with agents and you log into agent A and you have a total EP pool of 1000 EPs and you spend 300 points on agent A and then log into a agent B on the same account you will have a total of 700 EPs left to spend.

With the EP accumulating into a pool, you can leave for a long vacation and don't have to worry about losing training time since you EPs are there for you to spend when you get back. No reason to give a friend your account information to keep your training going while you are gone.

All extension cost NIC + EP for first time install and then only EP there after to upgrade to higher levels. The extensions are not sold on the market and can be found under your agent profile.

Since attributes affect the cost of extensions and the extension dictate what your character can do in game you will want to create characters that are specialized and may want to try and keep away from hybrid type character.

Friday, May 7, 2010

Wednesday, May 5, 2010

Tuesday, May 4, 2010

Sunday, May 2, 2010

Thursday, April 29, 2010

Perpetuum Online – Clone or not to clone. (Part 3)

So in the last part I left off with inviting gamers to come and check out Perpetuum for themselves. But I have decided to continue my look at the differences between Perpetuum and EVE Online.

Lets take a look at combat in Perpetuum. In (part 2) I explained that Perpetuum has free movement with the use of (W,S,A,D) keys. The ability to have direct control of your bot or mech in Perpetuum takes the combat a step beyond the combat you have in EVE.

With Perpetuum you are freed from the point-and-click type command system, giving you better control during combat. But in no way are you completely free of the mouse for certain click actions still needed in the game. It is this mesh of (W,S,A,D) and mouse control that gives the player a better sense of the combat they are in and a better feel for the strategic movement in the game. The direct control gives you a better connection with your bot or mech and a better immersion in game during combat.

At the same time you have at your disposal many GUI elements that help you visually with your surroundings. One element is the terrain with the slop mechanic that every bot and mech has to adhere to. The slope mechanics are different depending on the size/weight of the bot or mech you are in at that moment.

The Slope mechanic determines the path/area that the bot or mech has access to. Light bots can cut across areas of terrain that mechs cannot. The slope areas are visible and let the player see where they can or cannot go while trying to evade or pursue an enemy. The affects can be but not limited to, dead ends or areas that will cause you to zigzag across the terrain which can slow your movement toward or away from a target.

In essence a light bot can evade a fast mech by moving across terrain that a mech can't travel across giving the light bot  a chance to get away. This tactic works even better for a light bot if they are equipped correctly for fast movement.

Another element of the terrain that comes into play is the hide or block method by using the terrain around you as cover. This duck and cover method is something that both hunter and prey should pay attention too. If a plant, rock or tree gets in between the line of fire anything fired will be stopped by those terrain objects. Plants and trees can only take so much damage and will be destroyed leaving the hunted to seek a new object to use for duck and cover.

This leads us to hit failure in Perpetuum. Not only can terrain objects cause you to miss but so can other specific mechanics in the game. Like missile guidance or firing at a target outside of your weapons optimal range. Perpetuum doesn't let the missile or shot fired hit a target, then present you with a (0 damage done) message. Perpetuum shows your miss visually. If a missile fails it will shoot off and away from it's intended target.There are extensions to counter the percent of failure rate of missiles and increase the optimal range of slugs or projectiles.

This visual failure is another example that lets Perpetuum succeed with  player immersion into the games combat and world.

Friday, April 23, 2010

Perpetuum Online – Clone or not to clone. (Part 2)

So in (Part 1) we looked at a couple things out of a long list that makes Perpetuum appear to be or is a clone of Eve Online. Now lets take a look at the differences between the two games.

Eve Online has spaceships in 3 dimensional space while Perpetuum has robots/mechs in 2 dimensions on a planet with sloping terrain.

Perpetuum lets you control the robot/mechs with the classic  (W,S,A,D) keys, but also have the option of using just the mouse or a combination of both.

Eve Online doesn't have free movement control over the spaceship. Instead they use a system of set type paths of approach and orbit; which change by speed increase/decrease or direct user input by double clicking in space or changing the orbit distance.

These above environments and the control systems used to move around in them give the player two very different play styles and strategies for PVPVE.

Lore and background story between the two games are very different. Perpetuum is not as far in the future as Eve's setting.

In Eve you are a clone pilot in a pod that is seeded into a ship. Wars have raged between the four different factions that are decedents of the long gone human race. Pilots work for different faction corporations.

In Perpetuum you are a human agent working on a space station in orbit around Earth with a remote connection to a nano bot called a Spark. The Spark gives you control of the different robots/mechs from three different factions of alien technology on a distance planet. Each agent works for an Earth based corporation working to bring much needed energy back to earth.

While certain aspects at first glance seem to make Perpetuum appear to be a direct clone of Eve Online, there are plenty of differences between the two games that set them apart. At the same time Eve refugees will find them selves in familiar game mechanics with refreshing game play changes.

I invite you to come and see for your self and check out Perpetuum once the game is in open beta or has released!

Thursday, April 22, 2010

Perpetuum Online - Clone or not to clone. (Part 1)

I recently left Eve Online after playing the game for 3 years. It is very hard to enjoy any theme park style games after playing a sandbox style game. So I set out to find another sandbox style game.

About a month ago I found the game Perpetuum Online. I quickly read about the background story and checked out the games' media. I then looked further into the games' information and I found it was a sandbox play style game. Now this was a big find since there are very few sandbox style games. Plus, Perpetuum has robots and mechs! I was very excited to have found the game being a big fan of the mech genre games.

First glance of screenshots and videos of the game I saw a clone of Eve Online. I didn't care if it was a clone, but I wanted to make sure it had enough differences for me to invest my time in the game. I did some more research about the game and found that their were a lot of differences about the two games. You can see plenty about the game from the media released by the games' developer Avatar Creations and beta testers.

I was hooked right away, so I signed up for a chance to join the closed beta testing.

I quickly found many people on gaming community sites bashing Perpetuum for being a clone of Eve Online. I found it ridiculous since there have been clones of games for a long time now. WoW for example has tons of clones (Runes of Magic, Allods) just to name two. Then I realized the problem, this was the first game to try and clone Eve Online indirectly or directly. Being the first of your genre or the first clone is the toughest...

At the same time most of the games that are consider the parent have also taken elements of games that came before them. This is something that has been happening in the gaming industry for a long time.

So lets take a look at what elements of Perpetuum that make it a clone of Eve Online and also look at the elements that make it different.

Lets start with the clone elements.....

First thing that the user is presented with is the Graphic User Interface (GUI). Perpetuum's GUI looks as though it is a total rip of the Eve GUI. Yes, it is true many elements are exactly the same as Eve's GUI. There are reason for the Perpetuum GUI looking just like Eve's GUI. Lets just look at one example of the two games GUI.

Perpetuum has a lot going on within the game and is forced to give the user/player the correct GUI elements to navigate the world and accomplish this without making it hard for the user/player to achieve their in game goals. The same thing is true for Eve and as more features are added the developers have to find suitable ways to present the data to the player. When it comes to specific types of data the best way to present it happens to be the very common columns and rows taken from spreadsheets.

If you look at Eve's Overview window and Perpetuum's Landmarks window they are very similar becuase of the data they want to present to the user making the game have a since of ease-of-use. The overview and landmarks windows are not there for you to stare at like it is a piece of art. They both help the player navigate the world in the most efficient manner. It would be ridiculous for Perpetuum not to use this type of UI window just to save some face from being called a clone at the loss of an efficient way to present the user data in a well formatted manner.

Another aspect of Perpetuum that leads the player reviewer to call it an Eve Online clone is the developers choice of robots and mechs in a sandbox style game. Wait... did I just say that robots and mechs make Perpetuum an Eve Online clone?

Doesn't it seem strange while the main tool / vehicles being very different still make the game a clone? Well in all fairness there really isn't that much difference between piloted mechs and spaceships. Spaceships and mechs both can fit weapons, they both have engines and can fit different pieces of equipment. Both games have requirements around specific mechanics for fitting the equipment.

I have to say that equipping a robot or mech in Perpetuum is a lot like fitting a spaceship in Eve. But at the same time the robot and mechs make this game much more then a clone of Eve Online.

To Be Continued........

Thursday, April 15, 2010

Perpetuum - Market - Supply / Demand

Corrections on video.

1. Own Adverts tab does display your own Sell and Buy orders.
2. Agents created with the commerce path will start with 3 Sell and Buy order slots. All other chars. start with 1 Sell and Buy order slot.

Sunday, April 11, 2010

Saturday, April 10, 2010

Perpetuum - Arkhe - Starter Service bot


This is the bot that everyone starts out with. While it is a starter it is a good little bot!

Sunday, April 4, 2010

Tuesday, March 30, 2010

Monday, March 29, 2010

Perpetuum - Extensions

Bye EVE. Hello Perpetuum!

I recently left EVE Online after playing for almost 3 years. I had taken breaks during my EVE career, but this time it is different. It was time for me to leave EVE and look for a new game.

It was a hard choice because I made a lot of really good friends in EVE after joining the alliance [FCON].

So I set out to find the next game I wanted to play. While it is hard to leave the sandbox play style behind I decided I was going to seek out other MMORPG games that are sandbox.

So I found another game called Perpetuum. You will find various gamer forums talking about how the game is a copy of EVE, I can assure you as much it has in common with EVE it also has the same amount of differences too.

I invite all that want to find out more about this game to follow the link above and check it out.