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		<title>Perpetuum DEV Blog</title>
		<link>http://blog.perpetuum-online.com/</link>
		<description>Perpetuum Developer Blog</description>
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		<ttl>60</ttl>

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			<guid isPermaLink="false">perpetuumdevblog-59</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-10-16-green-across-the-board/</link>
			<title>Green across the board</title>
			<description><![CDATA[<p>
Well October 15 has come and gone, and <b>we've been <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Greenlit on Steam</a>!</b>
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_greenlight.jpg" alt="Steam Greenlight" title="Steam Greenlight"/></div>

<p>
This of course is a very good thing, but doesn't mean that Perpetuum will be available to be purchased via Steam tomorrow. This is only the first step in the process toward that goal, a process of which we'll probably be able to tell you guys very little due to NDAs and whatnot. So keep this in mind, we'll keep you updated as much as we can.
</p>
]]></description>
			<pubDate>Mon, 15 Oct 2012 19:34:25 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-57</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-09-13-winter-is-coming/</link>
			<title>Winter is coming</title>
			<description><![CDATA[<p>
Phew. Busy week.
The upcoming patch will feature a bunch of changes, we thought it best to summarize them in a blog post.
</p>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/ice.png" alt="I.C.E." title="I.C.E."/></div>

<a name='I.C.E.'></a>
<h3>I.C.E.</h3>

<p>
This is the big one. The <b>Integration Cycle Extender</b> is an ingame, <b>tradeable</b>, consumable item that grants <b>30 days of game time</b> to the account that it's consumed on. Players will be able to purchase ICE items from the Perpetuum website and sell them in-game to other players. This essentially gives players the option to <b>play Perpetuum for free</b> by acquiring game-time from others in the game.
</p>

<p>
Relating to this is a minor convenience change in the store we're currently still working on: soon you'll be able to automatically redeem your codes instead of getting them in email and having to fish them out from the spam-folder.
</p>

<a name='Character_creation'></a>
<h3>Character creation</h3>

<p>
With the influx of new people from Steam Greenlight we decided to spend some time polishing some aspects of Perpetuum that are first experienced by players. The most apparent of these changes is the way we're changing character creation.
</p>
<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_charpreset.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/250/devblog_charpreset.jpg" alt="Character preset selection" title="Character preset selection"/></a></div>


<p>
We want to avoid new players getting swamped with all the intricacies of the current system - we did some research into the most common character types, and created a <b>character template selection screen</b> for quick access to these. The old version of the character creator is moving to the "advanced" menu on this screen.
</p>

<a name='Amazon_Kickstarter'></a>
<h3>Amazon Kickstarter</h3>

<p>
Some of you know about the Amazon exclusive kickstarter campaign we're currently doing. The point was raised that the EP bonus granted by the kickstarter being only available to new accounts is unfair (not to mention the lack of an announcement and the fact that this Amazon offer is US only), so we're changing things around a bit concerning this to fix the level playingfield.
</p>

<p>
The <b>20,000 EP</b> that's currently granted by the Kickstarter will from now on be granted to <b>all accounts upon first subscription</b>, regardless where the time-code came from.
</p>

<p>
All accounts that haven't participated in the Kickstarter will <b>retroactively</b> get this 20,000 EP during the patch as well. Just to be perfectly clear, this means that no EP will be removed from any account, and all those who have a non-trial account and haven't redeemed a kickstarter code will get 20,000 EP. The exclusive items granted by the Kickstarter are not affected by this.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_extensionmiss.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/200/devblog_extensionmiss.jpg" alt="Missing extension indicators" title="Missing extension indicators"/></a></div>

<a name='Smaller_changes'></a>
<h3>Smaller changes</h3>

<p>
We're adding detailed notifications to the equip window to let players know if they don't have the required extensions for an item they have equipped.
</p>

<p>
All NPCs on Alpha 1 islands will all change to non aggressive by default. This is to make sure new players don't get overwhelmed at once or during the tutorial. Affected missions will change accordingly.
</p>

<a name='Steam_Greenlight'></a>
<h3>Steam Greenlight</h3>

<p>
As we wrote in the last blog post, Valve has introduced the Greenlight feature to Steam about two weeks ago. This Tuesday the first 10 games have been greenlit with more coming "soon". This is very good news, as Perpetuum has been in the <b>top 15</b> for more than a week now. </p>
<div class='imgleft'><img src="http://content.perpetuum-online.com/images/content/devblog_greenlight.jpg" alt="Steam Greenlight" title="Steam Greenlight"/></div>
We'd like to offer congratulations to the dev teams of the first 10 games to get in, and thank everyone who voted for us.

<p>
We're giving away a <b>one year game code</b> on our Greenlight page upon every 5% we reach, and will be giving away the remaining in a single burst if we get greenlit. So <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>go and vote</a> if you haven't already!
</p>
]]></description>
			<pubDate>Thu, 13 Sep 2012 12:35:58 +0200</pubDate>
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			<link>http://blog.perpetuum-online.com/posts/2012-03-23-slope-displays-revisited/</link>
			<title>Slope displays revisited</title>
			<description><![CDATA[<p>
With the upcoming patch dealing with terraforming and player built settlements we also need to upgrade some of our current tools to better suit the challenges these new systems pose. The most basic such system involving the terrain is the one visualizing where players can go - the slope display.
</p>

<p>
As part of the work on the PBS patch we have upgraded the slope display so you'll not only be able to see where your robot can go, but also where robots of other classes can venture. More importantly the new slope display will also show areas which need to be flattened before a building can be raised at a certain area.
</p>

<p>
As these new tools won't be needed all the time we're making them optional. You'll be able to cycle between the different display modes using the slope toggle button.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay1.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay1.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay2.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay2.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_slopedisplay3.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_slopedisplay3.jpg" alt="" title=""/></a></div>


<p>
Also, most of the server side code work on the individual PBS nodes has now finished and we're in the process of building the terraform blueprint system while the artists work on the gfx for the nodes.
And before you ask, the next part of the PBS series blog should be out next week ;)
</p>
]]></description>
			<pubDate>Fri, 23 Mar 2012 10:28:39 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-42</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-21-terrain-sneak-peek/</link>
			<title>Terrain sneak peek</title>
			<description><![CDATA[<p>
Here's a bit of a pre-xmas sneak peek on the progress of the new terrain engine. We're still heavily working on it, but the difference is already very notable. What do you think? Let us know in the comments below!
</p>
<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-01.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-01.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-02.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-02.jpg" alt="" title=""/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/Perpetuum_201112-03.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/Perpetuum_201112-03.jpg" alt="" title=""/></a></div>



]]></description>
			<pubDate>Wed, 21 Dec 2011 12:53:26 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-38</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-11-23-hmm-upgrades/</link>
			<title>Hmm, upgrades.</title>
			<description><![CDATA[<p>
Here's a sneak peek of some of the upcoming shader 3 changes.
Keep in mind that this is still heavily <b>work in progress</b>, and the final version will include even more upgrades.
Shadows are deliberately turned off at the moment, these images show the level of changes upcoming to the terrain engine and the water renderer.
</p>

<p>
Before:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_Before.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_Before.png" alt="Before" title="Before"/></a></div>


<p>
After:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_20111123_Terrain_After.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_20111123_Terrain_After.png" alt="After" title="After"/></a></div>

]]></description>
			<pubDate>Wed, 23 Nov 2011 11:14:46 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-33</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-28-skittering-arkhes/</link>
			<title>Skittering Arkhes</title>
			<description><![CDATA[<p>
One of the most frequent complaints we get from new players regarding the graphics is the quality of robot animations. This has posed a big problem for a long time as creating a more complex animation system would require a lot of time, resources and client processing power we don't have. We finally came up with a workable solution for the issue and will gradually be rolling out new walk animations for the smaller robots, starting with the very first bot players encounter: the Arkhe.
</p>

<p>
Once we're done with the small robots we'll be looking at the big ones of course, which will need to be rolled out in a single, big patch - but that's still some time away.
</p>

<p>
And how does it compare? Let's have a look:
</p>

<iframe width="610" height="340" src="http://www.youtube.com/embed/GxqmWM35zwE?rel=0" frameborder="0" allowfullscreen></iframe>
]]></description>
			<pubDate>Fri, 28 Oct 2011 04:30:44 +0200</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-31</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-10-13-the-move-to-3-0-shaders/</link>
			<title>The move to 3.0 shaders</title>
			<description><![CDATA[<p>
As some of you might know Perpetuum currently is running completely on shader model 2.0 shaders. This decision has been made a long while ago, when we only started out on the game, for several reasons:
</p>
<ul>
<li>We wanted to target as many people as we can.</li>
<li>We wanted to keep the required PC specs as low as we can.</li>
<li>We didn't have much experience with DirectX and wanted to start working in a smaller sandbox first.</li>
<li>With some work we managed to put everything we wanted visually into shader model 2.0 in the end.</li>
</ul>


<p>
We've reached the limits of shader model 2.0 a while ago, and the game really looks better than we would have ever thought. However at this point there's no real option for real visual upgrades without either switching to a higher shader model or going through significant hacks that reduce client performance and mess up the codebase.
</p>

<p>
This post is advance warning that <b>we'll be changing the minimum requirement</b> for Perpetuum from shader model 2.0 <b>to shader model 3*</b>. As the vast majority of you have hardware that supports SM3, the change will only affect a handful of players.
</p>

<p>
Do note that changing shader models isn't a silver bullet that will make the game look better magically overnight. This change is necessary in order for us to move the 3D engine forward to more current visual techniques and will take effect when we roll out the first such change, <b>about a month from now</b> to give proper warning. Initially the changes will focus on client performance as opposed to visual upgrades, and we'll gradually move to making things look better when we feel the client is performing well enough.
</p>

<p>
<i>* For those who are not that tech-savvy, shader model 3 is supported by GPUs manufactured since around 2005, specifically the AMD/ATI X1000 series and above, and the nVidia GeForce 6 series and above. While the Intel GMA series GPUs do have SM3.0 to some extent, they are not officially supported.</i>
</p>


]]></description>
			<pubDate>Thu, 13 Oct 2011 06:59:13 +0200</pubDate>
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			<link>http://blog.perpetuum-online.com/posts/2011-03-17-free-trial-hotfixes-and-new-areas/</link>
			<title>Free trial, hotfixes and new areas</title>
			<description><![CDATA[<p>
Here we go with another update on the status of recent and upcoming changes.
We're quite pleased to report that the latest patch resulted in a big increase in the stability of the server backend, and the random problems people have been experiencing prior to the patch will not be happening again.
</p>

<a name='Free_trial'></a>
<h3>Free trial</h3>

<p>
 The biggest update coming with the weekend patch will be the official introduction of a <b>15 day free trial</b> with each newly created account. Let's face it, the sun is setting for the obsolete trial codes. There is one less hurdle in the dash to the finish line, which is the starting grid of the Perpetuum adventure.
</p>

<p>
In order to shield the economy and the equal playing field from possible exploits caused by people creating large amounts of trial accounts, feature access will be limited in some forms. Trial players will not be able to trade items or NIC with other players and will not be able to join player corporations.
</p>

<p>
Please note, that along with the old trial codes, the recruit codes you may have received will also become invalid. If you have a recruit code lying around, time to blow the dust off it and get your BFF an early Christmas, while collecting your own 15 days of free game time.
</p>

<a name='Hotfix'></a>
<h3>Hotfix</h3>

<p>
We are working on hotfixes for the current problems (most notable of which are the chat issues) and we'll be rolling out the next patch sometime over the weekend.
</p>

<a name='Incoming_new_areas'></a>
<h3>Incoming new areas</h3>

<p>
We will effectively double the size of the game world with a patch planned for about a month from now. There will be six new islands, three safe and three free-for-all ones. At first the new areas will contain infrastructure, npcs and materials, with missions soon to follow. Intrusion events for the new bases on unsafe islands will be available immediately.
</p>

<p>
For the end, here's an image of a work in progress new plant:
</p>
<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_plant_110317.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/150/devblog_plant_110317.jpg" alt="thumb" title="thumb"/></a></div>


<p>
Let us know what you think of the changes in the comments!
</p>
]]></description>
			<pubDate>Thu, 17 Mar 2011 08:28:17 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-7</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-28-stealthy-patch-incoming/</link>
			<title>Stealthy patch incoming</title>
			<description><![CDATA[<p>
Time to talk about the next update to Perpetuum, as per usual we have a few interesting changes and new features coming to the game.
</p>

<p>
First of all as I've written previously, we're updating the roaming NPC system. Roaming NPCs will travel in caravans around the islands, and we're adding new flocks of NPCs for more varied random encounters on the terrain. This is only a very first step in our plan to bring a whole bunch of new content to the game for more stuff to do "between PvP sessions". We'll be adding a whole lot of new features to this end in later updates, which will be revealed a bit later.
Various areas of the terrain will go through some small rearranging in this patch. Changes include new decorations around teleport stations, terrain updates here and there, and even a teleport station moved a bit farther away from a terminal.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/blog_teleportchange_2011_01_28.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_teleportchange_2011_01_28.png" alt="" title=""/></a></div>


<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/blog_tintdecay_2011_01_28.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/400/blog_tintdecay_2011_01_28.jpg" alt="" title=""/></a></div>

<p>
We're bringing in a feature that was originally suggested in a very early brainstorm by a player during the beta. We liked the idea very much and had everything ready for it for quite a while now, but other priorities meant that this had to wait. The paintjob on your robots will now get worn down gradually as you engage in combat. This change is only aesthetic and will be undone as soon as you pack your robot together, however it's a small thing you can brag about and show off.
</p>

<p>
So now for the more interesting updates :)
</p>

<p>
A new type of plant will make its debut with the coming update. The special thing about this plant is that on its own it won't be growing anywhere, it can only appear in the game world if players plant it. This plant will contain a new harvestable material for use in the manufacturing of high end items. Beware of people trying to harvest or even destroy your crops!
</p>

<p>
One of the most fixed things in Perpetuum up to now was the constant, fixed distance of 1000 meters players could see each other. The upcoming update changes this. First of all: how far you can see and how far you can be seen from will both vary based on the robot you use, and the two will not necessarily be the same anymore. This alone would be an interesting change, but we're also adding modules to help modify these values during gameplay: The detection type module will allow you to see farther away. The flare type module will make the target show up for people farther away. And of course, the stealth type module will allow you to be seen from a shorter distance. These changes will bring the PvP on the beta islands to a whole new level, and we're excited to see how players will be using the new features to give them a tactical edge over their enemy.
</p>

<p>
Let us know what you think about the upcoming update in the comments!
</p>
]]></description>
			<pubDate>Fri, 28 Jan 2011 13:10:49 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-6</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-27-recruit-codes/</link>
			<title>Recruit codes</title>
			<description><![CDATA[<p>
Some of you already know about this, we've been waiting with the official announcement until we knew the system was working glitch free.
</p>

<p>
We in the Perpetuum team realize that the strength of our current player-base comes from groups of friends forming communities inside the game. Perpetuum was built around the concept of people playing together, not simply next to each other in the same world. Because of this we wish all new players to experience team play as early on in the game as possible.
</p>

<p>
To this end <b>we're very glad to announce the recruit program</b>: players with active accounts who have subscribed for at least 30 days will be receiving <b>recruit codes</b>, which can be used to kickstart a new account. These codes can only be used on accounts on which no codes have been redeemed yet and give 15 days of play time.
</p>

<p>
Most importantly if the player decides to subscribe to the game for at least 30 days, the validity of the original account which received the recruit code will also be <b>extended by 15 days</b>. We're sending out recruit codes daily, and after a while we'll be giving you a code like this for each purchase. If you haven't received one yet, don't worry - it'll come in time.
</p>

<p>
Again, keep in mind that these codes can only be used on a new account. Invite your friends to try Perpetuum!
</p>
]]></description>
			<pubDate>Thu, 27 Jan 2011 07:33:42 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-4</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-24-roaming-npc-updates/</link>
			<title>Roaming NPC updates</title>
			<description><![CDATA[<p>
The roaming NPCs we introduced in the last patch became an instant hit with most of the player base. They are quite rare to find, can be in a lot of varied places, and have a very low respawn rate, making the sighting of an Observer on any island a rare moment. They also pack quite a punch, taking down a single one of them often needing the cooperation of several players, but the loot they drop is well worth the effort for everyone involved. Due to the very positive feedback on these high end enemies, we're currently working on some upgrades to the roaming NPC system that will allow them to move in a much more coordinated fashion. Observers will in many cases be accompanied by other enemies, and they will move as a group, which was impossible in the previous system.
</p>

<p>
How do you like the Observers so far, and what do you think of this update? Share your thoughts in the comments!
</p>
]]></description>
			<pubDate>Mon, 24 Jan 2011 07:03:46 +0100</pubDate>
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			<link>http://blog.perpetuum-online.com/posts/2011-01-19-this-is-how-you-roll/</link>
			<title>This is how you roll</title>
			<description><![CDATA[<p>
Here is what player movements on the alpha islands looked like in the last few days. Can you find your trail?
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_tm_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_tm_a_paths_110119.png" alt="New Virginia" title="New Virginia"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_ics_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_ics_a_paths_110119.png" alt="Attalica" title="Attalica"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/devblog_asi_a_paths_110119.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/185/devblog_asi_a_paths_110119.png" alt="Daoden" title="Daoden"/></a></div>


<p>
Also, the new dev server is finally up, so development pace can pick up again. The next patch is going to be exciting!
</p>
]]></description>
			<pubDate>Wed, 19 Jan 2011 12:53:59 +0100</pubDate>
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			<link>http://blog.perpetuum-online.com/posts/2011-01-12-interference-new-languages-and-other-stuff/</link>
			<title>Interference, new languages and other stuff</title>
			<description><![CDATA[<p>
We’re going to deploy the <b>first patch of the year</b> tomorrow, and it brings a number of changes to the client and the gameplay.
</p>

<p>
We’re very happy to announce that the client will be available in <b>two new languages, French and Slovenian</b> after the patch. We’re delighted to see the French community grow so rapidly and hope to see more of you guys online after this update.
</p>

<p>
Now for the stuff more interesting to most players, the gameplay changes:
</p>

<a name='One_for_the_money'></a>
<h3>One for the money</h3>

<p>
Be prepared to activate your prototype facilities, as with the patch we’re introducing a <b>new heavy mech class robot</b>, called the <b>Lithus</b>. This robot can be thought of as the big brother of the Sequer, and will satisfy all your hauling needs.
</p>

<a name='Two_for_the_show'></a>
<h3>Two for the show</h3>

<p>
Due to popular demand we’re also introducing a <b>trophies and losses section</b> in the character screen that will show your kills and deaths, and the parties involved in the fights.
</p>

<a name='Three_to_get_ready'></a>
<h3>Three to get ready</h3>

<p>
Since the launch of the game the number of people involved in Intrusion events and PvP fights has been constantly growing. We really like this trend, however as the number of players reaches a critical mass in a single fight, tactics seem to go out the window and the fight turns into a simple numbers game.
</p>

<p>
Our aim has always been to create a PvP environment where tactics, smart maneuvering and coordinated teamwork get you superior results, so we’ve discussed the issue in length over the holidays. We traced the core of the problem back to a simple fact, and that is that for a variety of reasons Perpetuum employs a limited simulation of the real world. The main factors at play are that we don’t have robot collisions or friendly fire, and these two factors allow for large numbers of players to move as a single, small unit and one-shot-kill anyone they see. Fixing this issue is quite a tough challenge, as robot collisions and friendly fire are missing from the game for good reasons. Introducing robot collisions would severely limit the movement of players and give rise to a whole lot of possible exploits with people standing in each others way just for the laughs. We’ve explored the possibility of friendly fire, but all the solutions we looked at would have had a huge performance impact on the server, so this side of the issue can’t be fixed either.
</p>

<p>
We decided to look at the problem from an other angle and discourage the kind of behaviour we’ve seen. There will be <b>several changes</b> coming in the future, all of which <b>combined</b> will make big fights a lot more tactical than they are today. We’ll be introducing area of effect weapons, and robot explosion area of effect damage/debuffs, but tomorrow's patch only brings the very first of the systems designed to combat the problem: <b>Interference.</b>
</p>

<p>
The Interference system simulates the effects safely fighting in a close group would have on the combat effectiveness of the group in the real world. Basically members of the group would have to be more careful not to shoot any of their comrades, and thus be slower to fire and would have to devote a lot of their attention to working together with their unit. The Interference system simulates this with locking time and sensor strength debuffs on large groups of robots moving in close proximity. Each robot in the game has an interference range and strength, and emits an interference level which affects each other robot within this range. The interference accumulates and as it reaches critical levels (different for different robot types) it manifests in the mentioned debuffs. This mechanic, coupled with later area of effect mechanics will discourage the one-shot-kill setup that has mostly taken away from the gameplay experience above a certain number of people involved in a fight.
</p>

<p>
Comments on the patch and the above mentioned issues are welcome!
</p>

<p>
<i>Now go, cat, go.</i>
</p>
]]></description>
			<pubDate>Wed, 12 Jan 2011 16:01:38 +0100</pubDate>
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			<guid isPermaLink="false">perpetuumdevblog-1</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-01-12-hello-nia/</link>
			<title>Hello, Nia.</title>
			<description><![CDATA[<p>
Well, this has been coming for a while.
</p>

<p>
As you might know, we, the developers of Perpetuum are a quite hands-on bunch of guys. We like talking and interacting with our community in various places, be that our forum, in-game mail/chat, or somewhere else. However this kind of communication has resulted in an uneven flow of information about the development and our current goals with the game. In order to even things out, we give you:
</p>

<a name='The_Official_Perpetuum_DevBlog.21'></a>
<h3>The Official Perpetuum DevBlog!</h3>

<p>
Here we’ll be summing up the state of the game, things we’re working on, our thoughts on issues, interesting things, inside jokes and a lot more from time to time so you can stay informed on what we’re up to.
</p>

<p>
The first article about the January 13 patch will be up soon, see you in-game in the meanwhile!
</p>
]]></description>
			<pubDate>Wed, 12 Jan 2011 15:52:40 +0100</pubDate>
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