<?xml version="1.0" encoding="UTF-8" ?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title>Perpetuum DEV Blog</title>
		<link>http://blog.perpetuum-online.com/</link>
		<description>Perpetuum Developer Blog</description>
		<language>en-us</language>
		<docs>http://feedvalidator.org/docs/rss2.html</docs>
		<lastBuildDate>Thu, 18 Jun 2026 13:10:53 +0200</lastBuildDate>
		<copyright>Copyright 2007-2026 Microsystem Gaming Solutions </copyright>
    <atom:link href="http://blog.perpetuum-online.com/tag/assignments/?rss" rel="self" type="application/rss+xml" />
		<ttl>60</ttl>

		<item>
			<guid isPermaLink="false">perpetuumdevblog-81</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-07-23-july-status-report/</link>
			<title>July status report</title>
			<description><![CDATA[<p>
Those of you who follow the <a href='http://forums.perpetuum-online.com/topic/8194/random-assignments-testing/' target='_blank' class='external'>random assignment testing</a> forum topic already know that the <b>next batch of islands is ready.</b> This time it’s the Alpha 2 islands (Hershfield, Tellesis, Shinjalar) which get the highway/teleport network rework treatment, along with the new field terminals and of course the random assignments, ranging from level 0 to 5.
</p>

<p>
For those who didn’t know, the good news is that the package <b>will hit the live server this Friday, the 24th of July</b> (together with a few fixes, as usual).
</p>

<p>
Next up in line is the package of Beta 1 islands, but more on this below.
</p>

<p>
And as a bonus, we have some nice pictures for you. For a few weeks now you have been all around Alpha 1 islands thanks to the new mission system. We're happy to present you with some heatmaps of where exactly the new system took you. It's a pretty visual proof that the new system indeed works as intended.
</p>

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

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

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


<a name='Coming_up'></a>
<h2>Coming up</h2>

<a name='Beta_1-2_island_reworks'></a>
<h3>Beta 1-2 island reworks</h3>

<p>
As I mentioned above, with Alpha 2 islands done, we’re immediately moving on to Beta 1 and then Beta 2. There are a few things to consider when doing Beta islands: teleport placement, teleport connections, and highways can have considerable effects on PvP and outpost warfare, so we need to have a clear concept before making any changes there.
</p>

<p>
We already have some discussion going on about this <a href='http://forums.perpetuum-online.com/topic/8298/teleportgrid-highways/' target='_blank' class='external'>here</a>, so if you have good insight on Beta warfare, you’re more than welcome to share your thoughts.
</p>

<a name='Spark_teleport_removal'></a>
<h3>Spark teleport removal</h3>

<p>
Once we’re done with all the islands, we will remove the spark teleportation mechanic from the game. Spark teleports have been introduced in the past as a band-aid for long walk times, but now with the teleport and highway network improvements, their negative effects (instant power projection) will ultimately outweigh their benefits.
</p>

<a name='Token_shop_updates'></a>
<h3>Token shop updates</h3>

<p>
The Syndicate Supplies shop will receive some long awaited additions:
</p>
<ul>
<li> The new requisition slips, discussed in <a href='http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/' target='_blank' class='external'>this blog post</a></li>
<li> Direct purchase options for T2+ and T4+ items</li>
<li> Industrial distress beacons</li>
<li> A new feature that will limit the purchase of selected items to a minimum faction relation</li>
</ul>


<p>
<b>An important note here:</b> most of you probably know that the old assignment system allowed a few easy shortcuts to gather a lot of faction tokens over a relatively short time. We didn’t want to remove these from players cause they haven’t been exactly exploits, but we still need to get the token economy to a healthy status before we introduce new items.
</p>

<p>
In order to achieve this, we will increase both the token prices in the shop and the token amounts given as assignment rewards by a factor of 10. So in simple terms, this means an <b>artificial, one-time inflation.</b>
</p>

<p>
This will happen in about a month from now (we will post additional notifications once we’re close), so we advise everyone to <b>spend their stored faction tokens</b> on currently available items before that.
</p>

<a name='Roadmap_blog_incoming'></a>
<h2>Roadmap blog incoming</h2>

<p>
On Tuesday we had a long internal discussion about where we want to go from here. It is clear that we need to make a switch from our very long development phases lasting over multiple months to <b>more frequent updates</b> with relatively small but significant features and improvements.
</p>

<p>
So we have assembled a list of over 30 items, including new features, actual new content, and various improvements and balancing changes. Expect a long blog post in a few days.
</p>
]]></description>
			<pubDate>Thu, 23 Jul 2015 03:13:54 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-80</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-06-11-summer-sale-perpetuum-3-6-release/</link>
			<title>Summer sale, Perpetuum 3.6 release</title>
			<description><![CDATA[<p>
Friends, it is time to prepare for our annual ritual, during which our wallets gain sentience, slink out of our closely guarded pockets and offer themselves as monetary sacrifice to the great lords of Bellevue in hopes of a plentiful digital Summer wherein we may joyfully reap the crops of electronic entertainment while overdosing on caffeinated drinks and dubstep.
</p>
<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_50off.png" alt="" title=""/></div>

<p>
Yes, it is our favorite vaporous vacation vendition, the <b>Steam Summer Sale</b> and this time we offer you a whopping <b>50% off on Perpetuum</b> and all in-game items starting <b>from June 11 to 22</b>, both on <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam</a> and on <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>our website</a>; a great opportunity to buy several copies of the game and thousands of credits to various members of your family, your pets, your dentist, your high school crush, your lawyer, your probation officer and Dave the Guy from Grocery Store on The Corner.
</p>

<a name='Perpetuum_3.6_release'></a>
<h2>Perpetuum 3.6 release</h2>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_fieldterminal.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/devblog_fieldterminal.jpg" alt="One of the new field terminals" title="One of the new field terminals"/></a></div>

<p>
It's been a long and bumpy road, but we're finally there. Our truly <a href='http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/' target='_blank' class='external'>random assignment system</a> aka. Assignment system revamp Stage 2 will <b>hit the live server on Monday the 15th of June</b>, along with a healthy number of general updates and fixes.
</p>

<p>
Public testing of the patch has been going on for almost 2 weeks already, and those of you who have been following development saw almost daily updates and fixes. I'd like to take the opportunity here to thank everyone who participated in the testing - your feedback and bug reports helped us a lot in speeding up development, and certainly made this a better patch.
</p>

<p>
Testing will not stop though, since in this first patch we're only releasing the new assignment system for the three Alpha 1 islands: New Virginia, Attalica, and Daoden. As soon as we finish reworking the other islands, you'll be able to see and test them first on the test server.
</p>

<p>
The order of release will be Alpha 1 islands (in Monday's patch), then Alpha 2s, Beta 1s, and finally Beta 2s, the latter ones receiving assignments for the first time ever.
</p>

<p>
The testing forum topic can be found <a href='http://forums.perpetuum-online.com/topic/8194/random-assignments-testing/' target='_blank' class='external'>here</a>, the first post of which also serves as preliminary patch notes.
</p>

<p>
We hope to welcome a bunch of new players during the weekend, and some of us devs will probably pop in to general chat too, so see you there!
</p>


]]></description>
			<pubDate>Thu, 11 Jun 2015 21:30:48 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-79</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-03-27-random-assignments-the-final-details/</link>
			<title>Random assignments - The final details</title>
			<description><![CDATA[<p>
The development of our new assignment system is approaching its final phase, so I wanted to give you an update and list a lot of things that the previous blogs missed. To recap, the <a href='http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/' target='_blank' class='external'>first one</a> explained the basic mechanics behind the new assignment template system, and the <a href='http://blog.perpetuum-online.com/posts/2015-01-24-january-status-report/' target='_blank' class='external'>second one</a> talked about the new assignment categories and the island reworks connected to the new system.
</p>

<p>
This one will be about the <b>little things</b> that make it all work together, but most importantly we’ll also have a look at how <b>squad assignments</b> work in the new system.
</p>

<a name='Field_terminals'></a>
<h3>Field terminals</h3>

<p>
I’m happy to report that one of the larger features of this patch, field terminals are finally alive and working. When you get in range to them on the terrain the 3 buttons for storage, assignments, and equipping will show up.
</p>

<p>
A field terminal <b>storage</b> works pretty much like a private storage in a terminal - it permanently stores your items and only you can access them. The only difference is that this can be accessed from the terrain.
</p>

<p>
You can of course also <b>request assignments</b> from the terminal, which will hopefully drastically reduce the time you used to spend moving to and from terminals between assignments.
</p>

<p>
Finally, it allows you to <b>equip your robot</b> right there on the terrain. It uses the same equip window that you are used to, and you can equip items from both your cargo or the field terminal’s own storage too. There are of course certain limits to when you’re allowed to do this - having a PvP flag, being in combat, or having an activated module will all block usage.
</p>

<a name='Assignment_NPCs'></a>
<h3>Assignment NPCs</h3>

<p>
When we wanted you to kill something in the old system, we could only set the exact type of NPCs and the quantity that you had to destroy... anywhere. This had the consequence that we had to create artificial objective radiuses to make sure that you destroyed the NPCs at the location we wanted you to do it, and not 2 meters next to the assignment request location where it’s the most convenient. Ultimately this created a lot of problems when the NPCs wandered out of the objective area, and when you killed them outside, the objective wasn’t triggered.
</p>

<p>
The new system works very differently:
</p>
<ul>
<li> We don’t use the fixed NPC spawns anymore - NPCs are spawned by the assignment when you get there, basically as a hidden "reach position" objective.</li>
<li> It also allows us to spawn an NPC group that isn’t necessarily made up of a uniform type of robots.</li>
</ul>


<a name='UI_improvements'></a>
<h3>UI improvements</h3>

<p>
This in turn made it necessary to explicitly <b>mark the NPCs</b> that are the targets of an objective. So now they conveniently have the objective letters on them, and similarly in the landmarks list as well. This way you’ll know exactly which ones are involved in your assignment even if there are other similar NPCs around.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_npcmarker.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_npcmarker.jpg" alt="Objective markers in action" title="Objective markers in action"/></a></div>


<p>
We have also made the same improvement for <b>building objectives</b>, like item dispensers and switches. Hopefully this solves the occasional newbie confusion about clicking the objective letters which do nothing.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_assignment_summary.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/300/devblog_assignment_summary.jpg" alt="Assignment summary (concept image)" title="Assignment summary (concept image)"/></a></div>

<p>
There is also a brand new <b>assignment summary</b> panel when you successfully complete one, listing all the rewards in detail. The picture of this panel indicates a few other changes which I’ll explain below.
</p>

<a name='The_return_teleport'></a>
<h3>The return teleport</h3>

<p>
As mentioned in the first blog, we’ll provide a return teleport option when completing an assignment with the aim of loading off your loot at a terminal or generally finishing an assignment-running session, without the need for boring walks.
</p>

<p>
The current plan is that the teleport option will be available for <b>5 minutes</b> after successfully completing an assignment, for <b>all members of your squad</b>, and it will place you near a main terminal or outpost of your choice, on the same island. You won’t be able to select an outpost that you are not allowed to dock in, standard no-combat/no-PvP teleport usage limits apply, and furthermore you’ll also lose the option when you leave the island where you got it (which includes docking).
</p>

<p>
This is a <b>very delicate</b> issue because we neither want it to compete with mobile teleports, nor have an impact on beta island PvP, so extensive testing is needed here.
</p>

<a name='Improved_objective_mechanics'></a>
<h3>Improved objective mechanics</h3>

<p>
We have a <b>new objective type</b> which is basically a rework of the old and rightfully hated “scan this enemy with your chassis scanner”-task. The new mechanic doesn’t involve any modules - you simply need to complete a <b>target lock</b> on an NPC, which will "scan" it, and drop an intel item into a container that you can pick up. This is further improved by the objective marking feature that I mentioned above, so in the case of multiple scan objectives, once you "scanned" a target the objective letter will disappear, letting you easily keep track.
</p>

<p>
<b>Kill objectives</b> will track the actual destruction of the target, not the kill. This makes sure that even if someone else kills your assignment target for you, your objective will still progress. Assignment-related NPCs are also tagged upon spawning, so loot will always drop for the assignment owner.
</p>

<p>
All <b>assignment-related items</b> will now drop into a special container indicated with a blue icon, so you’ll easily find the required items even during a massacre. More importantly, since the NPCs will be specifically spawned by the assignment itself, you won’t see assignment-related items in random loot anymore.
</p>

<p>
<b>Production objective mechanics</b> have undergone a massive overhaul in order to make them work in random assignments. Mass production objectives and CTs used as an objective target will all scan through the whole assignment and properly include the items that you gather during the assignment as actual production components. Assignment CTs in the factory will wear off after the objective is completed and the production line will be automatically cleared, so you won’t have to extract the CT and deliver that too, which caused a lot of confusion in the old system.
</p>

<p>
<b>Item dispensers</b> are more intelligent now too: in the case of multiple items they will now try to give you as much as possible and hold on to the rest, instead of simply telling you that the whole batch won’t fit your cargo. This is important for higher level assignments where item quantities scale up to increase difficulty. There you’re supposed to use robots with large cargo holds, but it’s also possible to complete the transports in an Arkhe, if you’re willing to do multiple rounds between the supply and the delivery location. It’s even more important that this way multiple players in a squad can complete the objective in cooperation.
</p>

<a name='Assignments_in_squads'></a>
<h3>Assignments in squads</h3>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_squad_assignment.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/devblog_squad_assignment.jpg" alt="Squad assignments" title="Squad assignments"/></a></div>

<p>
Doing assignments in a squad has always been gimmicky at best, sometimes even detrimental. The new system allowed us to make some long overdue upgrades, hopefully to the point where you will want to do all of them with your friends.
</p>

<ul>
<li> No more “Request for squad” button. If you are in a squad, any assignment that you request will also show up for all your squadmates.</li>
<li> If an assignment is provided by another squad member, it will say so right before the assignment name, complete with the provider’s name.</li>
<li> Only the assignment provider can abort an assignment.</li>
<li> The assignment owner/provider has to be online and present in order to do it. Otherwise the assignment will be put on hold and no objectives can be completed as long as this is the case.</li>
<li> <b>MOST IMPORTANTLY:</b> everyone present and in the squad can contribute to any objective and complete any assignment that is shared through the squad. Objectives that require multiple kills or multiple items can be cooperated on freely.</li>
<li> We will have separate assignment categories that are designed to be done in a squad. (Though you will be able to solo them if you have the patience or need the challenge.)</li>
<li> NIC and relation rewards will be shared among any squad members present, but all item rewards will go to the assignment provider (this includes tokens).</li>
</ul>


<a name='Relation_rewards'></a>
<h3>Relation rewards</h3>

<p>
We would like to create a proper way of progression through assignment levels, since currently there isn’t much difference between going from level 1 to 2 or level 4 to 5. This is mainly due to the fixed way of giving out relation rewards, but in the new system it’s much easier to create reward scaling based on assignment levels.
</p>

<p>
As a result, your relation toward a particular megacorporation will progress faster on low assignment levels, but will gradually slow down as you go through the higher levels.
</p>

<div class='imgright'><a href='http://content.perpetuum-online.com/images/content/devblog_relation_rewards.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/devblog_relation_rewards.jpg" alt="Relation rewards and penalties" title="Relation rewards and penalties"/></a></div>

<p>
We’ll also re-introduce <b>relation penalties</b> towards a competing NPC megacorporation when doing assignments. This will happen in a rock-paper-scissors method, so the 3 megacorporations will be paired up and an assignment will provide positive relations for one and negative relations for another. Due to this, the “Diplomacy” extension will return to provide a way to reduce negative relation hits.
</p>

<a name='Syndicate_Supplies'></a>
<h3>Syndicate Supplies</h3>

<p>
As a final bullet point, I’d like to tell you that we do have plans on improving the offers in Syndicate Supplies along with the new assignment system.
</p>

<p>
One of the plans includes an iteration of the lovely boxes you got to know as AIDs. The new items are called <b>Requisition slips</b>, they would be purchased with faction tokens, and in principle they would work the same way like AIDs, but limited to certain item tiers and categories, in order to not make it <i>all that random</i>. Say, a "T3 Pelistal weapon requisition slip", which would give you a randomly chosen pelistal weapon from tiers 1 to 3. Or an "ICS Officer requisition slip" which would include T4+ items, but the purchase of which would also be tied to a minimum relation towards ICS.
</p>

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

<p>
Well this post got a lot longer than I thought, but I hope you can see that we worked on a <b>lot</b> of stuff. Unfortunately some things that need to be done only come up once you’re in the middle of doing the features, even when you laid down the concept and designs beforehand. And then you think <i>"we need this to make it right"</i>, while trying to avoid a serious feature-creep. So this might delay things a bit into April, but we really want to make this as good as we can, as it will be a pivotal part of the PvE experience.
</p>
]]></description>
			<pubDate>Fri, 27 Mar 2015 23:24:00 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-77</guid>
			<link>http://blog.perpetuum-online.com/posts/2015-01-24-january-status-report/</link>
			<title>January status report</title>
			<description><![CDATA[<p>
Devs reporting in - hope you all had a good start of the new year. We took some time off during the holidays, but we’ve been back to developing the new assignment system since a few weeks now.
</p>

<p>
This is a continuation of the <a href='http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/' target='_blank' class='external'>previous blog</a>, so if you haven’t read that, I recommend to do so before you go on.
</p>

<a name='New_assignment_categories'></a>
<h2>New assignment categories</h2>

<p>
Currently we have 3 main assignment categories: combat, industrial, and transport. (Plus training and “special” assignments, but those are not really common.)
</p>

<p>
A lot of you have voiced your frustration about sometimes having to shoot in industrial assignments, or searching for artifacts in transport assignments. We’d like to clean this up, so when you request an assignment from a category, you will know exactly what kind of tasks you can expect and what objectives will most certainly not show up. Furthermore, we want you to be able to stay out on the field and complete assignment after assignment, and reduce the time spent on logistics and refitting. To this end, we’re <b>splitting up these categories</b> into a few more specific ones.
</p>

<p>
Thus far we couldn’t really do this, because most of the time we would have been left with 1 or 2 assignments in a category, and that can’t really make up a random pool. But now with the new template system we don’t need to worry about that anymore, since even with only one template in a category we should have enough randomness.
</p>

<p>
So below you’ll find the new list of categories and what they can contain. I have also included the type of robot that the assignment category is meant for, and the method on how the category will scale through the difficulty levels.
</p>

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

<p>
Straight-out killing, sometimes combined with looting specific items and their delivery. Nothing else, no artifacting or toying with distress beacons.
</p>

<ul>
<li> <b>Recommended robot:</b> combat bots</li>
<li> <b>Level scaling:</b> We have created a point-based system for ranking all our NPCs based on difficulty. We’ll use it to spawn the appropriate type and number of enemies that you should encounter for the requested assignment level.</li>
</ul>


<a name='Mining.2C_Harvesting'></a>
<h3>Mining, Harvesting</h3>

<p>
Mining and harvesting will be two separate categories. Although the new field terminals let you refit your robot, it’s unrealistic to expect that you’ll always have the needed modules in them (or in your cargo), if they would be in the same category and a harvesting assignment would come up after a mining one.
</p>

<p>
Another important thing to note here is that we'll give up the assignment-specialized mineral variants - they cause confusion for a lot of players anyway. So assignments will ask you to gather normal minerals, but now you'll have to deliver those too instead of keeping them.
</p>

<ul>
<li> <b>Recommended robot:</b> miners or harvesters, respectively</li>
<li> <b>Level scaling:</b> similarly to NPCs, the system also ranks minerals based on their availability on the island. So low assignment levels will ask you for a few units of an abundant mineral, and high levels may require lots of rare ones.</li>
</ul>


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

<p>
Pick up stuff and drop it off, simple.
</p>

<ul>
<li> <b>Recommended robot:</b> haulers</li>
<li> <b>Level scaling:</b> Higher levels may require larger volumes to carry, which requires robots with large cargohold, or multiple delivery rounds.</li>
</ul>


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

<p>
Includes scanning for minerals and non-combat artifacts, so the only thing you need here is a geoscanner and multiple types of ammo for it.
</p>

<ul>
<li> <b>Recommended robot:</b> anything that’s fast</li>
<li> <b>Level scaling:</b> In the case of minerals it’s the same as with mining, and for artifacts we’ll play with the “pop range”.</li>
</ul>


<a name='Hazardous_exploration'></a>
<h3>Hazardous exploration</h3>

<p>
This means searching for guarded artifacts or artifacts that will spawn enemies. In either case, you’ll need weapons and a geoscanner for this one.
</p>

<ul>
<li> <b>Recommended robot:</b> combat bot</li>
<li> <b>Level scaling:</b> NPC difficulty and artifact pop range, as explained above</li>
</ul>


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

<p>
Transport objectives combined with reverse engineering or mass production. Only available in main terminals and outposts.
</p>

<ul>
<li> <b>Recommended robot:</b> haulers</li>
<li> <b>Level scaling:</b> item volumes</li>
</ul>


<a name='Complex_production'></a>
<h3>Complex production</h3>

<p>
A complete industrial process, which may include everything from raw material gathering to the final mass production and delivery, with transporting the intermediate products in between.
</p>

<ul>
<li> <b>Recommended robot:</b> miners and haulers</li>
<li> <b>Level scaling:</b> raw material rarity and item volumes</li>
</ul>


<a name='Reward_calculation'></a>
<h2>Reward calculation</h2>

<p>
Due to the randomness of assignments, the old method of simply giving a NIC value to the templates wouldn’t work. There are a lot of factors that would make some assignments not worth doing and others overly lucrative if we did that.
</p>

<p>
So in the new system we’re assigning the base rewards to <b>individual objectives</b>, and apply a few <b>situational multipliers</b> to them. And this is where the system really comes together, since we have a lot of variables that we can work with: NPC rankings, mineral rarity, quantities, item volumes - we can even calculate the distance between objectives and assign a reward to that. In the end all these will be summed and result in the final assignment reward.
</p>

<p>
This calculation method also allows us to show you where you stand with the rewards <i>while</i> you’re doing the assignment, and <b>update it in real time</b> - this should give a nice additional feeling of progress.
</p>

<a name='Island_reworks'></a>
<h2>Island reworks</h2>

<p>
You already got a little taste of the island rework process in the <a href='http://www.perpetuum-online.com/Changelog:2015-01-22' target='_blank' class='external'>last patch</a>, where we included a search function for the world map - and trust me, you'll need it.
</p>

<p>
Since we’ll need to place a lot of field terminals and new objective buildings on the islands, we’ll use this opportunity to do the promised <b>teleport and highway network revamp</b>, and be done with all the island changes in one go.
</p>

<p>
The governing ideas behind the reconfiguration are as follows:
</p>
<ul>
<li> Make traveling between islands and terminals as painless as possible, but not instantaneous - traveling should be fast, but you should still have the feeling that you went to another part of the world.</li>
<li> Try to give the currently deserted outposts more exposure by leading the main transport routes through them.</li>
</ul>


<p>
Below is a reconfiguration concept for the island of New Virginia. Exact teleport positions could still change, but I hope the general idea is apparent:
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_teleport_revamp.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_teleport_revamp.jpg" alt="Teleport and highway network reconfiguration concept of New Virginia - click for a larger version" title="Teleport and highway network reconfiguration concept of New Virginia - click for a larger version"/></a></div>


<p>
A final note here: once the rework is done, we’ll consider reverting the speed boost change for robots, or at least slow them down a bit - we’re open to your feedback.
</p>

<a name='Current_status'></a>
<h2>Current status</h2>

<p>
The programming part is more or less complete, we have a working field terminal which gives us a random assignment, and we can complete it. What’s still left is the configuration/content work where we need to create the various templates and fill up the islands with field terminals and objectives, and assign a reward value to everything.
</p>

<p>
In order to bring you the new features as fast as possible we are planning a <b>staggered release</b> of the reworked islands, starting with Alphas. This means that once we’re done with filling up Alpha 1 islands with the new assignment templates, random objectives, field terminals, and reconfigured teleports, we’ll deploy them to the test server and shortly after that to the live server. Fortunately the islands are (mostly) isolated regarding all the changes, and the random templates can also work alongside the old assignments, so it shouldn’t be a problem to have “new content islands” and “old content islands” coexist for a while.
</p>

<p>
When that will happen mostly depends on how fast we can fill up the islands with content, but we hope to release the first batch towards the end of February. Of course once we’re done with the first islands it will be easier to predict how long the next ones will take.
</p>

<a name='Closing'></a>
<h2>Closing</h2>

<p>
We know that quite a few of you are still having connectivity issues. While there isn’t really any news on this at this time, know that we are handling this issue as a priority, and we’re considering all possibilities to resolve it - after all, any new feature is useless if you just can’t play at all.
</p>

]]></description>
			<pubDate>Sat, 24 Jan 2015 21:32:48 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-76</guid>
			<link>http://blog.perpetuum-online.com/posts/2014-12-18-ice-returns-first-details-on-random-assignments/</link>
			<title>ICE returns, first details on random assignments</title>
			<description><![CDATA[<a name='ICE_.26_Winter_Sale'></a>
<h2>ICE &amp; Winter Sale</h2>

<p>
We’ve been thinking quite a lot about whether we should bring back <b>ICE</b>, and if so, in what form. Based on the forums, most of you would like to have it back too, so we finally decided that the most straightforward thing to do of course is to <b>make it give credits.</b>
</p>

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

<p>
For those of you not familiar with ICE (now called <b>Instant Credit Extender</b> instead of Integration Cycle Extender, hooray for multipurpose acronyms!): it’s an item that you can purchase for real money (costs the same as a 2400 credit pack), which gives you an ingame ICE item that can be traded on the market. If you activate it ingame, it gives 2400 credits to your account. The trick is of course that those who don’t want or can’t spend real money on credits but have the NIC to spend can this way obtain credits too.
</p>

<p>
Some of you have also suggested that there should be smaller credit packs too, because sometimes a pack of 2400 credits can be too much if you just want to downgrade a few extensions. So starting today, we’ll also offer tiny <b>packs of 200 Perpetuum Credits.</b> If this is received well and ICE also works out, we’ll consider doing a smaller version of ICE too, providing 200 credits. And not just because then we can have vanilla ICE and ICE (ice) baby.
</p>

<p>
To celebrate the return of ICE and of course the Holidays, we’ll have a <a href='https://secure.perpetuum-online.com/purchase/store/' target='_blank' class='external'>Winter sale</a> along with the <a href='http://store.steampowered.com/app/223410' target='_blank' class='external'>Steam Holiday sale</a>, where the base game and all credit products (including ICE) will be <b>33% off.</b>
</p>

<a name='The_New_PvE_-_Random_Assignments'></a>
<h2>The New PvE - Random Assignments</h2>

<p>
So, let’s start this. I’ll tell you in advance that this will be a big change that not only affects assignments but general gameplay too, so one blog won’t be enough. But we have to begin somewhere.
</p>

<p>
Just to get you up to speed, the second stage of our assignment system revamp is about <b>making the assignments themselves random</b>, meaning that you still choose the type of the assignment, but the exact objectives and locations are generated randomly when you request it.
</p>

<p>
Currently there is a big problem with the number of available assignments at a specific location. Although we have over 500 hand-crafted assignments, this number gets so diluted due to all the terminals, levels, and assignment types, that we are sometimes left with only 4-5 assignments in the final random pool. And that means a lot of repetition.
</p>

<p>
The main advantage of having a random assignment system is two-fold:
</p>
<ul>
<li> For you, it provides for a <b>varied gameplay experience</b>, providing just an ample amount of uncertainty, without stumbling into the exact same assignments over and over.</li>
<li> For us, it <b>frees up a lot of content development power.</b> A properly done template system allows us to simply add a new objective to the pool, and the system will automatically include it in all future assignment assembly requests, exponentially increasing the number of possible assignments.</li>
</ul>


<a name='The_assignment_template_system'></a>
<h3>The assignment template system</h3>

<div class='imgright'><img src="http://content.perpetuum-online.com/images/content/devblog_missiontemplate1.png" alt="Assembling an assignment from a template" title="Assembling an assignment from a template"/></div>

<p>
So in the new system, instead of creating specific assignments with specific objectives, we only create <b>assignment template</b> schemes. This means that we only set the type of objectives, like “destroy N number of X type NPC”, not specific NPCs, numbers, or locations. Of course we still have to create a number of different templates for all types of assignments (combat, industrial, transport, etc.), but this can’t be compared to the man hours we need to create fixed assignments.
</p>

<p>
Due to the generative nature of this template system, we can also easily create relations between the number and difficulty of the tasks that get included in the assignment, and the rewards that you’ll get for them. Naturally, this makes <b>balancing changes a lot easier</b> too: a simple reward multiplier that is based on the request location zone can easily add an additional risk reward for beta assignments, while still using the same templates as alpha islands.
</p>

<p>
<i>Sidenote:</i> There is a certain room for randomness in templates too, but the objectives usually build upon each other and their order must be logical, so that would need a lot of rules which ultimately might not even pay off compared to fixed templates. Even with fixed templates there are a lot of pitfalls that we have to address, like linking together loot and dropoff objectives so they provide and request the same random item.
</p>

<p>
Another complaint that keeps popping up about assignments is that the <b>walking time</b> to get to and from an assignment is a lot of times longer that the actual time it takes to complete it. The new system employs a combination of various new mechanics to fight this.
</p>

<p>
For one, when you request a new assignment, the objectives from the random pool will be picked by considering a <b>distance limit</b> from the request location. To be more precise, the first objective will consider the distance from the request location, the second objective from the first objective, and so on. Assignments basically become a daisy chain of objective locations that randomly send you around the world, but with reasonable walking times between them.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_missiontemplate2.png' target='_blank'><img src="http://content.perpetuum-online.com/images/content/530/devblog_missiontemplate2.png" alt="Picking assignment objectives on the island using a distance limit - click for a larger version" title="Picking assignment objectives on the island using a distance limit - click for a larger version"/></a></div>


<a name='Assignment_terminals'></a>
<h3>Assignment terminals</h3>

<p>
Another new feature that we’re planning are called assignment terminals. These are small buildings scattered around islands that (as their main role) function as <b>assignment request and delivery points.</b> (We are calling them kiosks internally, this is what you see on the diagrams.)
</p>

<p>
The advantage of these small terminals is that it doesn’t matter if you have wandered too far off from a main terminal, you’ll always have a small assignment terminal nearby where you can request a new assignment, without having to break the action too much.
</p>

<p>
And finally, there is the idea of providing a <b>teleport home option</b> at these assignment terminals. This would be only offered for a fixed time after you completed an assignment, to give you the possibility of loading off your loot at the main terminal or generally finishing an assignment-running session.
</p>

<a name='Even_more_uses'></a>
<h3>Even more uses</h3>

<p>
The above are generally meant to make doing assignments more dynamic, but we also plan to give these terminals more, important roles, and these will affect gameplay in general.
</p>

<ul>
<li> They will function as <b>persistent, private storage facilities</b> on the terrain. You can drop anything from your cargo into them and they will keep them indefinitely and securely. Assignments will also use them to provide any starting or reward items.</li>
<li> They will also make you able to <b>re-equip your robot while on the terrain</b>, using either modules from their storage or from your cargo. This function will probably have the largest impact on the way you play Perpetuum.</li>
</ul>


<p>
So as you can see we have a large part of it worked out, but there are still a few things hanging in the air, mostly related to specific objective types and how they can work together with the template system.
</p>

<p>
<b>NPC spawns</b> in general are also slated for a revamp that would make us able to create real mixed spawns that work together as a single group, and to solve the orange spawn/red spawn/kiting/AI issues, but that’s already for another time.
</p>

<a name='Closing_Notes'></a>
<h2>Closing Notes</h2>

<p>
We’re also trying to work out why some of you experience serious <b>lag and disconnects</b> and others not. Unfortunately we’re still tapping in the dark since we can’t reproduce it either, and it’s hard to fix something if you don’t know the cause (assuming that it is a problem with our server). Some internal measurement tools are in the works, which could possibly find their way into the live client as well.
</p>

<p>
<b>On behalf of the Dev team, we wish you Happy Holidays!</b>
</p>
]]></description>
			<pubDate>Thu, 18 Dec 2014 04:06:15 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-67</guid>
			<link>http://blog.perpetuum-online.com/posts/2013-09-18-the-new-assignment-system-stage-1/</link>
			<title>The new assignment system (Stage 1)</title>
			<description><![CDATA[<p>
By now you should know that we have <b>three updates</b> planned before we can somewhat confidently launch on <b>Steam</b>: the revamp of the research system, the first stage of the assignment system revamp, and the reworking of the tutorial/new player stage. The <a href='http://blog.perpetuum-online.com/posts/2013-07-13-in-the-name-of-science/' target='_blank' class='external'>research revamp</a> has been successfully deployed in July and you don’t really complain about it a lot, which usually means it’s awesome.
</p>

<p>
Since then we’ve been working on the <b>assignment system</b>, which has now arrived at a state where we can share the details with you.
</p>

<a name='What.E2.80.99s_wrong_with_the_current_assignment_system.3F'></a>
<h3>What’s wrong with the current assignment system?</h3>

<p>
Well, most of it. The current system was put into the game way before sentient robotic beings have evolved and Nia was still ruled by pink rainbow-puking ponies. So it’s old, really old. It was basically put in to have missions in some way, any way.
</p>

<p>
The player is presented with a long and stale list of a gazillion missions which just gets longer and longer the higher he gets on the relation ladder. With time he finds out which missions provide the most rewards for the least effort, and then he does those over and over, degrading the whole assignment system into a glorified grindfest.
</p>

<a name='Assignment_levels_and_categories'></a>
<h3>Assignment levels and categories</h3>

<p>
So instead of presenting you a long list of assignments, they will be gathered under clickable boxes which are arranged by level and category, as it is visible on the picture below. Categories currently mean combat, industrial, transport, and training assignments, but this may be expanded in the future. The level system is pretty much the same here too, ranging from 0 to 6 as of now.
</p>

<div class='imgcenter'><a href='http://content.perpetuum-online.com/images/content/devblog_missions2ui.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/500/devblog_missions2ui.jpg" alt="New assignments interface" title="New assignments interface"/></a></div>


<p>
In this <b>first stage</b> of the assignment system revamp, we are using our <b>existing assignments</b>, and gather them under the boxes so the system can <b>randomly select</b> one upon request. For the most part this is doable, but there are a few location/level/type combinations where we need to push some assignments up or down a level to have enough assignments in the random pool to choose from. This also means that some locations won’t have some levels that they do have now. This is a transitory solution until we do <b>stage 2</b> of the revamp, which will introduce <b>true random assignments</b>.
</p>

<a name='Requesting_an_assignment'></a>
<h3>Requesting an assignment</h3>

<p>
By clicking on a box, the system will then give you a <b>random assignment</b> with the appropriate category and level of that particular box.
</p>

<p>
Doing so will bring up an assignment information just like now, but with one <b>important change:</b> there is no accept option after you click on a box - the assignment is already active by then. This is necessary to prevent players from cherry-picking from the random assignments. Aborting is of course possible, with a penalty (see below).
</p>

<p>
Once you have requested an assignment from a box, you cannot request a new one from the same box until you either complete or abort it (or let it expire). In other words, you can only have one active assignment from a particular location, level, and category combination.
</p>

<a name='Parallel_assignments'></a>
<h3>Parallel assignments</h3>

<p>
Due to the above, we will <b>remove and reimburse the Parallel assignments</b> extension from the game as it will lose its usefulness. However, you will be able to freely request an assignment from every box at every location at once if that’s what you desire.
</p>

<p>
The new panel on the right of the assignments window will help you keep track of your active assignments all over Nia, as it will sort them by the locations where you have requested them.
</p>

<a name='Remote_assignment_discovery'></a>
<h3>Remote assignment discovery</h3>

<p>
The current <b>"all assignments"</b> tab which lists available assignments in remote terminals will be <b>removed</b> as it wouldn’t work in the new system. Instead we’ll include the available levels and assignment types in terminal and outpost information windows which can be opened for example through the world map (and which are already used for facility infos too).
</p>

<a name='Chained_bonuses_and_penalties'></a>
<h3>Chained bonuses and penalties</h3>

<p>
A brand new feature coming with this system is the concept of <b>reward multipliers and penalties</b>.
</p>

<p>
You can get a <b>positive bonus</b> by successfully completing assignments one after another without failing. The bonus means an <b>increasing multiplier</b> to the NIC and relation rewards of the assignments, so with every successful assignment, you’ll get increasingly larger rewards for your next assignments than you would normally get. However, if you fail to do just one assignment and break the chain (by aborting it or letting it expire), the multiplier will immediately fall back to zero.
</p>

<p>
Likewise, you can also get a <b>negative bonus</b>. If you keep aborting assignments one after the other, you’ll get an ever increasing negative multiplier to the rewards of your next assignment. Like in the case of the positive bonus, it is enough to complete just one assignment to get the reward multiplier back to normal. (After you get your reduced reward for that one of course.)
</p>

<p>
These bonuses are not global: every location, level, and category combo (so simply said: a box) has its own bonus tracker. Both positive and negative bonuses will have an <b>expiration time</b>, so they will slowly crawl back to the zero point if you don’t touch that box for some time (technically after their last bonus update).
</p>

<a name='Relation_changes'></a>
<h3>Relation changes</h3>

<p>
We’ll make things more simple and straightforward here by abandoning relation gains toward subsidiary NPC corporations and instead you’ll <b>only gather relation points toward the three big megacorporations</b>: Truhold-Markson, ICS, and Asintec. As you can see on the above picture, these will be now shown on the top of the window for easy tracking. We’ll retain the current NPC corporations in the game, but they will only serve a lore function as the contractors of the assignments.
</p>

<p>
This change has the consequence that we will have to <b>convert</b> all your current NPC corporation <b>relation points</b> to a single value per megacorporation, and this will happen <b>by averaging</b> the subsidiary corporation relation points within a megacorporation. For those who have only gathered relations toward one particular assignment type contractor (e.g. combat assignments), this might result in that you won’t be able to do the same level assignments like now, because the zero relations will drag down the average. However, we think this is the right way to make this change fair for everyone.
</p>

<a name='Level_relation_limits'></a>
<h3>Level relation limits</h3>

<p>
Currently the relation points necessary to unlock a particular level of assignments are all over the place. We’d also like to make this more straightforward by simply assigning relation 0.00 to level 0, relation 1.00 to level 1, and so on. Some relation reward balance changes will be necessary here in order to lessen the grind between some levels (level 0 to 1 in particular).
</p>

<a name='Testing_and_release'></a>
<h3>Testing and release</h3>

<p>
We’re still right in the middle of implementing all of this, but we’ll have a short testing period for the new assignment system on the public test server as soon as we are done with it. The deployment to the live server will probably happen somewhere in the beginning of October.
</p>

<p>
The next blog will talk about the final major stage before the Steam launch, the tutorial revamp.
</p>
]]></description>
			<pubDate>Wed, 18 Sep 2013 11:59:33 +0200</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-62</guid>
			<link>http://blog.perpetuum-online.com/posts/2012-12-29-the-future-research-assignments-instances/</link>
			<title>The future: research, assignments, instances</title>
			<description><![CDATA[<p>
The end of the year is near and we’d like to offer you some insight on <b>what’s going on around Perpetuum</b>, tell you about what’s currently in development, and get you a glimpse of what the near future will bring. Be warned, it’s a long read, but I didn’t want to miss anything - and I’m sure you’ll have many questions even so.
</p>

<a name='Behind_the_scenes'></a>
<h3>Behind the scenes</h3>

<p>
We know we’ve been a bit quiet lately, and this has its reasons. In the past months much of our development power has been put into things that are not directly related to the game itself.
</p>

<p>
For one, we’re of course getting ready to release Perpetuum on <a href='http://steamcommunity.com/sharedfiles/filedetails/?id=92921690' target='_blank' class='external'>Steam</a>. This involves a lot of paperwork, preparing marketing materials, and not to forget about getting the game itself fit for releasing it to such a broad audience.
</p>

<p>
Steam Greenlight - a highly public event - happened during the autumn, however we've been spending most of our time since the Gamma Expansion working on getting Perpetuum the extra funding it needs so we can take a quality leap forward in terms of world content. We realize that to create the type of content that would allow Perpetuum to grow to the next level requires a team much larger than ours, and all of us are working very hard on making that possible. This process involves all of the devs to some extent, and is mostly why we've been so quiet during these last months. These things however take time, and the new year will see us continuing the effort.
</p>

<p>
Meanwhile we’re working on the game itself as well of course, so in the rest of this blog I’m going to talk about what’s coming up. The time for small changes is over, we’re getting the big guns now.
</p>

<p>
As we stated after the gamma expansion, we’d like to <b>focus on the PvE part of the game</b> for a while, since that part is in desperate need of some fresh blood.
</p>

<p>
<b>We’ve chosen three large systems</b> currently in the game, the ones where we feel that reworking them would substantially make the game more fun to play: the kernel research system and the knowledgebase, the assignment system, and the new player experience with emphasis on the tutorials.
</p>

<p>
So let’s see them one by one in detail. The ideas presented here are still <b>work in progress</b> and may change as we work out the smaller details, and of course we will consider your feedback as well.
</p>

<a name='Research_revamp'></a>
<h3>Research revamp</h3>

<p>
<b>What’s wrong with the current system?</b>
</p>

<ul>
<li> <b>Random research results are not fun.</b> This is especially true when a technology line in your knowledgebase is close to complete, at which point kernel research becomes vastly irritating. Due to the randomness the system doesn’t allow for any serious planning or strategy.</li>
<li> <b>There are too many types of kernels.</b> Kernels have been partly intended as a second income besides plasma, but their sheer number fragments the kernel market and has a negative effect on their trading potential.</li>
<li> <b>Corporations are not a part of the system at all.</b> They are forced to feed one or two of their agents with kernels to stay competitive. This is very risky, as losing those agents leaves the corporation with close to no prototyping capability.</li>
<li> <b>Research has much more potential.</b> Why waste it simply on prototyping, a feature used by not many players?</li>
</ul>


<p>
<b>The new system:</b>
</p>

<ul>
<li> <b>Point-based.</b> Instead of getting technology directly from kernels, you consume kernels to gather research points (RP). You then spend these points in the knowledgebase for specific item technologies.</li>
<li> <b>Choose your research goals.</b> No more random results - you choose what you want to spend your RP on, using a fixed technology tree. It’s completely plannable, research only what you really need. I’m sure you’ve seen such a tree in many games already - just imagine a branch with many expanding nodes, starting out at the base from the lowest tier technology, and unlocking your way up to the most coveted items.</li>
<li> <b>Reduce the number of kernels</b> to 6 main types. They all hold a different type of RP, which accumulate into separate pools. To help keeping the system calculable, kernels will always contain a fixed amount of RPs. To keep scalability, NPCs will drop not just one of these, but many, depending on their ranks.</li>
<li> The RP technology types are: nuimqol, pelistal, thelodica, common (used for industrial too), hi-tech and “new-tech”. Unlocking item technologies in the knowledgebase will use a varying mix of these RP types, depending on the item’s faction, tier, or even novelty. <i>(Nasty details: the latter is what “new-tech” will be used for, and we’ll always use it when we introduce new robots or modules into the game. When the time comes where “new” items become “old”, and we’re ready to introduce a new batch of technology, accumulated “new-tech” points and kernels will always be converted down to hi-tech points and kernels - this is to prevent unlocking new technology on the first day by prior RP accumulation.)</i></li>
<li> <b>Separate knowledgebase for individual agents and agent-independent knowledgebases for corporations.</b> Agents always accumulate RP to their own knowledgebase, but they will have the option to donate any amount of unspent RP to their corporation at any time. The corporation-level knowledgebase can then be researched using the donated points by anyone with the necessary access.</li>
<li> Having an item researched in an agent’s own knowledgebase will unlock prototyping option for it (like it is currently), and having an item researched in a corporation’s knowledgebase will allow every member with proper access to prototype that item.</li>
<li> <b>Here’s the twist:</b> having the same item researched in your own knowledgebase AND in the knowledgebase of your corporation as well will provide a <b>factory production bonus</b> for you. We think this provides an incentive to develop both knowledgebases, your own and your corporation’s as well.</li>
</ul>


<p>
<b>So what will happen to your current knowledgebase</b> when this gets into the game? Well it will be wiped of course and you’ll have to start over, <a href='http://www.nelson-haha.com/' target='_blank' class='external'>ha-ha</a>. Nah, I’m just kidding, once we figure the exact RP value of every item in the new technology tree, we can give you the matching amount of RP for your actual knowledge, so you can basically rebuild your knowledgebase from scratch. Now, we can’t guarantee that you’ll have the same amount of “raw research value” after that, but I’m sure that being able to select specific technologies to research will mostly provide you with a better result overall. We still have to figure out what happens to unresearched kernels, so we’ll get back to that.
</p>

<p>
Some of you have been also wondering what happened to the promised <b>new tier of items</b> using colixum. Well, this happened :) We didn’t want to build upon a broken system and create an even bigger chaos. This new system will allow us to introduce new item technology in a much cleaner and nicer way, and that’s what we’ll do once it’s ready.
</p>

<a name='A_new_assignment_system'></a>
<h3>A new assignment system</h3>

<p>
I’ll be honest with you: the current assignment system is something we put into the game almost 3 years ago just to have an assignment system. There wasn’t much concept behind it, and it shows - it’s bland, grindy, and not really fun.
</p>

<p>
At first the main problem is that the player is presented with a huge list of available assignments. This can be quite overwhelming and you just don’t know what to do. Later on you figure out which assignments are the easiest to do or give you the most rewards, and then you’ll grind those over and over, effectively destroying your own game experience. And then we introduce the 6/10 rule - insult to injury.
</p>

<p>
So we’ve been planning a <b>complete revamp of the system</b> for a while now, and unlike in the case of research, <b>randomness</b> could be our friend here. This is a huge undertaking, and luckily we can separate it down into <b>two stages</b>: the first stage will use the current assignments, but will change the way they are provided and accepted, and the second stage will change the assignments themselves.
</p>

<p>
When you open the assignments window in the new system, you won’t see a list of specific assignments, only some buttons for <b>types of assignments</b> - combat, industrial, transport, and so on. These will be <b>arranged into a grid</b>, where rows mean assignment levels and columns mean assignment types.
</p>

<p>
Once you click a button in this grid, you’ll be assigned a <b>random assignment</b> of the selected type and level. Then you can either complete that given assignment, or you can choose to abort it, in which case you’ll be given a penalty. However, that penalty is not a deduction of relation points like now, rather a penalty multiplier for your next assignment’s reward. This means that the more assignments you abort in a row, the less rewards you will get for the assignment which you finally complete. The penalty will be cleared after a certain time or when you complete an assignment.
</p>

<p>
So this random assignment provider would be the first stage. The <b>second stage</b> is where we also randomize the objectives within the assignments. This system is still heavily under development, but it would use <b>assignment templates</b>, where we only set the number and types of objectives that you have to do. The exact NPCs you have to destroy, or the minerals you have to mine, or the items you have to transport would be randomly selected from a pool of objectives around a certain radius of the location where you take the assignment. This would maximize objective variety and minimize boring walking time. In the new system we also plan to scatter <b>small assignment terminals</b> around the islands, so you will be able to take them there too and not just in the big bases.
</p>

<a name='Assignments_in_squads'></a>
<h3>Assignments in squads</h3>

<p>
I'm sure most of you are familiar with the current mechanic for doing assignments cooperatively in squads, which is far from being optimal or useful.
</p>

<p>
As it stands today, the members of the squad and the assignment they are doing have a very loose connection. Everyone is doing their own assignment, it's not shared among members. One member's objectives are not completed if another member does them. The only actual mechanic is that you can share the money and relation reward among your squad members if you chose to do so when accepting the assignment.
</p>

<p>
We had a little <a href='http://forums.perpetuum-online.com/topic/5671/poll-squad-assignments/' target='_blank' class='external'>poll on the forum</a> where I asked you which of the two new squad mechanics you would prefer. While the result turned out not really decisive, it turns out that in a system where assignments are given randomly, only the first option makes sense, because there is very little chance that the squad members can get the same assignment.
</p>

<p>
So we’ll stick with option number 1, where every member of the squad is <b>working on a common goal</b> and contributes to one shared assignment, the squad leader’s one.
</p>

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

<p>
I left this for last because frankly this is the topic where I can share the least details - it’s very much work in progress. However I wanted to tell you as early as possible that instances are coming.
</p>

<p>
Before you pick up those torches and pitchforks and yell that instances have no place in an open sandbox world, I’d like to explain why they are needed, and what for.
</p>

<p>
What we definitely <b>don’t want is to drain population</b> from the open world into an infinite number of hidden pockets - the islands feel empty even so, we don’t want to make it even worse.
</p>

<p>
However there are a number of features and mechanics where we just <b>simply can’t go around instances</b> without having a negative impact on gameplay experience. In an open world you can’t set up a preset game event without pitfalls, however carefully you plan and script it. There are so many unknown variables that a single speck of dust can break the machine.
</p>

<p>
This is especially <b>critical for a new player</b> - when he can’t finish a tutorial objective because someone mined out all the titan ore before him, he will rarely ask for help, and probably leaves for something else. That’s why first and foremost <b>we’ll use instances for our tutorials</b>, where we can be (almost) sure what happens to the player, and where we'll have much more options than in the open world. Think for example temporarily giving a heavy mech to a new player just to give him a taste what the future holds for him, or to let him try various factions before he makes his actual choice.
</p>

<p>
Of course it would be a waste of technology to use instances only for a tutorial. <b>It holds many possibilities</b>, like small dungeons that you can scan down and enter from the open world to clear out, or controlled PvP arenas with proper limits, teams, timers and everything.
</p>

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

<p>
That’s pretty much all I have for you right now. These are the features that we’ll be working on in the <b>next 2-3 months</b>, to give you a rough timeframe. Of course once we’re ready with one system we’ll patch it out, you won’t have to wait for all that time.
</p>

<p>
And don’t worry if all of this is a bit hard to grasp now, I’ll post a follow-up to this blog a bit later when we already have some GUI-mockups and stuff.
</p>

<p>
Post your opinions and questions below, or feel free to create separate feature discussions on the forums, and last but not least, <b>we wish a Happy New Year to all of you!</b>
</p>
]]></description>
			<pubDate>Sat, 29 Dec 2012 13:17:15 +0100</pubDate>
		</item>
		<item>
			<guid isPermaLink="false">perpetuumdevblog-41</guid>
			<link>http://blog.perpetuum-online.com/posts/2011-12-15-december-status-report/</link>
			<title>December status report</title>
			<description><![CDATA[<p>
So, <a href='http://blog.perpetuum-online.com/posts/2011-11-26-intrusion-2-0-details/' target='_blank' class='external'>Intrusion 2.0</a> has been out for a little more than a week now and we’re happy to see the pew-pew it generates on the beta islands. Like every complex system it’s not perfect, so we’re performing small modifications based on your feedback over the coming weeks. We also intend to give both attackers and defenders a few additional strategic tools and features - more on this in a separate blog post soon.
</p>

<p>
Meanwhile, we’re working on the foundations of the player-built structures system, but we don’t want to leave you without new features and content for the rest of the year, so let’s have a look what we have in store for you <b>in December</b>.
</p>

<a name='The_Scarab'></a>
<h3>The Scarab</h3>

<p>
I know most of you are waiting for this, so I won’t tease you any longer. As announced in our last newsletter, a <b>new freighter-type robot</b> is about to make its entry into the world of Nia. Its name is <b>Scarab</b>, and it’s the first member of a new robot class we call <i>gliders</i>.
</p>

<p>
The common feature of gliders is that they are hovering above the ground, which means they have <b>excellent slope capabilities</b>, and <b>resistance against demobilization</b>. They are also relatively big, which in turn means they make excellent targets too... We have plans for heavy and light glider classes, both in combat and industrial roles as well.
</p>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/transp_glider_scarab.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/transp_glider_scarab.jpg" alt="Scarab concept art" title="Scarab concept art"/></a></div>

<div class='imgleft'><a href='http://content.perpetuum-online.com/images/content/scarab_wip.jpg' target='_blank'><img src="http://content.perpetuum-online.com/images/content/285/scarab_wip.jpg" alt="Scarab - work in progress model" title="Scarab - work in progress model"/></a></div>

<p>
The Scarab specifically is a <b>heavy industrial glider</b>, designed to transport huge amounts of cargo, a whopping <b>720 units</b>. The bad news is that in order to keep it levitating, it has to have a pretty thin framework and light armoring, so it will be <b>quite vulnerable</b>. It does have <b>2 universal chassis slots</b> that you can fill with medium weapons too, but heavy escorts are recommended. For support modules you’ll have <b>4 head slots</b> and <b>1 leg slot</b> to play with.
</p>

<p>
As for required extensions, you will need some higher levels in Advanced robot control and Industrial robot control, as well as the new Glider control extension, specific to the new class.
</p>

<p>
While we plan to have an Mk2 version of it, like for all robots in the game, that one will be only introduced a bit later.
</p>

<a name='Syndicate_Supplies'></a>
<h3>Syndicate Supplies</h3>

<p>
Have you ever wanted to do a suitable assignment but got turned off by the reward bullets that you don’t use anyway? I know I did.
</p>

<p>
At first we wanted to give you an option to select your reward items before you accept the assignment, but that felt kinda limiting as well. So we decided to give you complete freedom by adding some <b>universal faction tokens</b> as assignment rewards, which you can exchange for things you really need.
</p>

<p>
The place where you can do the exchange will be a new base facility called <b>Syndicate Supplies</b> (formerly known as EC-shop). At the start it will offer the well-known advanced ammo types (which have become a bit of a rarity by now) for assignment tokens, but later on we will also include many more items purchasable for Energy Credits (yeah it’s coming a <a href='http://blog.perpetuum-online.com/posts/2011-06-06-this-summer-part-1/' target='_blank' class='external'>long way</a>), or a combination of currencies. Just to be absolutely clear, this is <b>not</b> a microtransaction store, it uses new ingame currencies which you can gather by various activities.
</p>

<a name='New_robot_animations'></a>
<h3>New robot animations</h3>

<p>
You saw what we did to the <a href='http://blog.perpetuum-online.com/posts/2011-10-28-skittering-arkhes/' target='_blank' class='external'>Arkhe</a>, now our animators are close to wrapping up the <b>next bigger package</b>. The 3 light combat robots and the 3 light EW-robots will get the same treatment soon, and will be sporting much better looking walking and running animations.
</p>

<a name='Beginner_assignment_improvements'></a>
<h3>Beginner assignment improvements</h3>

<p>
During the past months we have replaced all level 1-2-3 assignments with better and more interesting ones, but before we move on to level 4 and up, we have to take a step back and have a look at the start of the game.
</p>

<p>
While the general feedback on the <b>10-part tutorial assignment line</b> has been mostly positive, it is starting to get a bit outdated. The plan is to <b>split it into two branches</b>, one combat and one industrial-oriented, and include some newly introduced objectives, like artifact scanning, distress beacons and manufacturing. Players will be able to complete both branches, one with a combat light bot reward at the end, and the other with an industrial one. Our intention is to give everyone the opportunity to decide which path they want to take (it can be both too!), and to show them all the activities they can do in the game.
</p>

<p>
We’re also revamping the <b>level 0 assignments</b>; we know they are a pretty bad grind between the end of the tutorial and the start of the level 1 assignments. They will also make sure that you have some more interesting objectives to do than killing drones over and over, if you accidentally lose your first tutorial light bot and have only an Arkhe available.
</p>

<p>
DEV Alf is also brewing some <b>NPC spawn balancing changes</b> and some <b>new modules</b> and <b>new weapon ammo types</b> using cycle time modification, but the details still a bit hazy, so more on those a bit later :)
</p>

<p>
<b>Christmas</b> is coming too, so we plan to have some <b>smaller PvE events</b>, and we're starting to pick up some strange artifact signals again, too. Nothing fancy though, we know most of you have better things to do at that time than sitting in front of a computer. Or do you?
</p>

<p>
Anyways, questions and comments are more than welcome, as always!
</p>
]]></description>
			<pubDate>Thu, 15 Dec 2011 12:48:03 +0100</pubDate>
		</item>
	</channel>
</rss>
