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		<title><![CDATA[Perpetuum Forums — New devblog: Intrusion 2.0]]></title>
		<link>http://forums.perpetuum-online.com/topic/3312/new-devblog-intrusion-20/</link>
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		<description><![CDATA[The most recent posts in New devblog: Intrusion 2.0.]]></description>
		<lastBuildDate>Sat, 20 Aug 2011 16:18:19 +0000</lastBuildDate>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/44152/#p44152</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>gangbang XY will 100% sure visit this spot in the next 60 minutes</p></blockquote></div><p>Adapt. Maybe don&#039;t do the can+sequer thing, maybe use a detector, maybe bring a newb buddy to scout. Just &#039;cause it&#039;s not the same as on Alpha doesn&#039;t mean it won&#039;t work at all.</p><div class="quotebox"><blockquote><p>Yeah a noob farms low lvl NPCs on a beta island with all the risk instead of an alpha island ... not.</p></blockquote></div><p>It wouldn&#039;t be the only draw. It just mitigates a possible deterrent (perception that there&#039;s nothing a newb can do on their own). To make it an actual incentive, you could reduce Alpha to only sub-mech or lvl0-1 spawns.</p>]]></description>
			<author><![CDATA[null@example.com (Arilou)]]></author>
			<pubDate>Sat, 20 Aug 2011 16:18:19 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/44152/#p44152</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/44142/#p44142</link>
			<description><![CDATA[<p>@Jack<br />Sorry Mate but this is a kind of bullshit you write up here.<br />This Game is a open pvp sandbox game , thaths why blob is given by nature - and of course you get blowed up as single player wherever you go on Beta - this is natural law. <img src="http://forums.perpetuum-online.com/img/smilies/lol.png" width="15" height="15" alt="lol" /><br />Nothing to change on that. And this will also never change!<br />But you may forget that this game is everything about teamplay and organization!<br />You can go to Beta to farm if you have enough forces and you are organized to do so.<br />Learn to Organize your self instead to dropp tears (sweet tears).<br />This is what this game is about.<br />And i would like also to encurage the DEVs to implement Alliance features to this game .<br />(Hint: blob is natural law in this game) So only corporations and players are able to get use out of this law which are organized. You know always the stronger Dog can ***. <img src="http://forums.perpetuum-online.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Regards<br />Checksum</p>]]></description>
			<author><![CDATA[null@example.com (checksum)]]></author>
			<pubDate>Sat, 20 Aug 2011 13:50:01 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/44142/#p44142</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/44104/#p44104</link>
			<description><![CDATA[<p>It&#039;s not the dangures NPC spawn which hold new player off ... some people still don&#039;t get it *sig*.</p><p>EVEN if you place some 1. Havocs on the betas most Rookies wouldn&#039;t go there as they don&#039;t want to lose their bots every hour against the roming gangs 10v1.</p><p>Yes, I do the romings now too ... but not becouse I want to, I have no chose <img src="http://forums.perpetuum-online.com/img/smilies/sad.png" width="15" height="15" alt="sad" />. I still hate the ***!<br />And I saw several spawns, which I maybe can solo. There is just no reason to try them as I know roming gangbang XY will 100% sure visit this spot in the next 60 minutes and all the nice loot+kernals I farmed up to this time will be lost PLUS I will lose my bot+equipment!</p><p>Or would YOU wait for the solo farmer until he has no NPC aggro anymore and fight him 1v1?</p><p>The money is cool on betas ... the PvP is what holds most people off.<br />Will there be a day, when all you PvP junkys get this into your brain?</p>]]></description>
			<author><![CDATA[null@example.com (Jack Jombardo)]]></author>
			<pubDate>Sat, 20 Aug 2011 03:09:28 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/44104/#p44104</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43948/#p43948</link>
			<description><![CDATA[<div class="quotebox"><cite>AeonThePiglet wrote:</cite><blockquote><p>Norhoop, Dom and Kent could all be turned into npc beta islands with one outpost and no one would make the slightest complaint. All three are zombie, why _not_ just make them open to the general public rather than potentially owned by players? In EVE, the npc 0.0 regions are chock full of smaller or newer corps learning the ropes out on beta. </p><p>I&#039;d also like it if there was more variety in the spawns on the beta islands. It&#039;s all well and good that there are a goodly number of hefty spawns with lots of goodies, but if you want newbies to move to beta there needs to be a few low level small number spawns available for farming. We&#039;d have moved out to beta week one if it weren&#039;t the case that all the spawns are full of big bad mobs that *** newbies to death with their cold metal schlongs.</p></blockquote></div><p>Yeah a noob farms low lvl NPCs on a beta island with all the risk instead of an alpha island ... not.<br />If you change the 3 named islands to NPC islands ... what would the exact difference (improvement) be to the current situation? If they&#039;re already empty now you can go there if you wish. Either nobody has the wish to go there or it&#039;s not as empty as you suggest. Even on those &quot;empty&quot; islands you can do barely more than PvP ... otherwise you&#039;re dead meat in no time. Although having higher tier NPCs on beta, a lot of them can be killed/farmed fairly easy due to perfect landscape conditions (sniping T5 light/assult spawns without they can reach you).<br />Only 1 outpost per island leads to even more camping and outpost hugging. The most dangerous action on betas is to approach an outpost or teleporter.</p>]]></description>
			<author><![CDATA[null@example.com (Error)]]></author>
			<pubDate>Fri, 19 Aug 2011 10:26:57 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43948/#p43948</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43822/#p43822</link>
			<description><![CDATA[<p>Norhoop, Dom and Kent could all be turned into npc beta islands with one outpost and no one would make the slightest complaint. All three are zombie, why _not_ just make them open to the general public rather than potentially owned by players? In EVE, the npc 0.0 regions are chock full of smaller or newer corps learning the ropes out on beta. </p><p>I&#039;d also like it if there was more variety in the spawns on the beta islands. It&#039;s all well and good that there are a goodly number of hefty spawns with lots of goodies, but if you want newbies to move to beta there needs to be a few low level small number spawns available for farming. We&#039;d have moved out to beta week one if it weren&#039;t the case that all the spawns are full of big bad mobs that *** newbies to death with their cold metal schlongs.</p>]]></description>
			<author><![CDATA[null@example.com (AeonThePiglet)]]></author>
			<pubDate>Thu, 18 Aug 2011 18:12:23 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43822/#p43822</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43570/#p43570</link>
			<description><![CDATA[<p>I vote nova be turned into a beta NPC zone to allow for these &quot;niche&quot; importunities to become available <img src="http://forums.perpetuum-online.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (Obi Wan Kenobi)]]></author>
			<pubDate>Wed, 17 Aug 2011 00:10:30 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43570/#p43570</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43457/#p43457</link>
			<description><![CDATA[<p>I&#039;d like to believe Perpetuum is big enough to allow people to pursuit all kinds of playstyles. Corporations interested in alliances, corporations interested in solo-rolling, corps interested in industry, etc.</p><p>Why not? More options the better, as it opens up the &quot;niche&quot; of the game. And who knows, more people might sub as more features and convenient options become available that don&#039;t revolve around players doing 1 thing and Developers doing totally opposite of what everyone will do anyway regardless. <img src="http://forums.perpetuum-online.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Syndic)]]></author>
			<pubDate>Tue, 16 Aug 2011 07:17:39 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43457/#p43457</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43449/#p43449</link>
			<description><![CDATA[<div class="quotebox"><cite>suDndEth wrote:</cite><blockquote><p>In all honesty it wont matter if you allow alliances or not. All in all the Power house blobbed-corps/alliances will be able to lock down 1 island have at least their staging point at 100% or near 100% all the time and be able to control the rest of the island so others can&#039;t dock. Along with being able to make it living hell for corps on connecting islands to be able to control docking. You will get the corps and people that will do everything possible to be able to and the ones that don&#039;t want to band together.</p></blockquote></div><p>A while back, I proposed an idea on IRC. A couple more &quot;mini&quot; size beta islands for smaller corps to take an hold, so they would not have to join an alliance to live on beta.</p><p>These islands would be smaller, have less recources etc making them less desirable to large corporations / alliances.</p><p>Problem is at the moment, adding more space to beta spreads people out more. So really we would need more players before something like this could be added.</p><p>The whole 1 size fits all outpost thing is a bit silly.</p><p>EDIT: even an island with 3 mini islands with choke points would be nice.</p>]]></description>
			<author><![CDATA[null@example.com (Sundial)]]></author>
			<pubDate>Tue, 16 Aug 2011 02:45:59 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43449/#p43449</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43448/#p43448</link>
			<description><![CDATA[<p>In all honesty it wont matter if you allow alliances or not. All in all the Power house blobbed-corps/alliances will be able to lock down 1 island have at least their staging point at 100% or near 100% all the time and be able to control the rest of the island so others can&#039;t dock. Along with being able to make it living hell for corps on connecting islands to be able to control docking. You will get the corps and people that will do everything possible to be able to and the ones that don&#039;t want to band together.</p>]]></description>
			<author><![CDATA[null@example.com (suDndEth)]]></author>
			<pubDate>Tue, 16 Aug 2011 01:42:49 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43448/#p43448</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43446/#p43446</link>
			<description><![CDATA[<p>If corp leaders would rather lose their identity, just to keep an outpost 100% so be it,if they feel more strongly about keeping the Corp, then they will not compromise in losing it and keep their own op at 50-70%. No one is forcing anyone to blob in a Corp.</p><p>If corps are going to be more busy defending, then less frequent attacks or far less numbers will be expected IMO.</p>]]></description>
			<author><![CDATA[null@example.com (Celebro)]]></author>
			<pubDate>Tue, 16 Aug 2011 00:52:39 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43446/#p43446</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43444/#p43444</link>
			<description><![CDATA[<p>Thing is people will want to try and keep the 100% mark so they will get the most benefit which means the alliances around will merge into 500 man corps instead so they can. It don&#039;t matter if you allow alliances or not, people will either merge as 500 man corps if alliances don&#039;t get to be able to have the benefits also. Either way things will change, I&#039;d rather see a bunch of individual corps with their own identity vs 1 massing of corps into one.</p>]]></description>
			<author><![CDATA[null@example.com (suDndEth)]]></author>
			<pubDate>Mon, 15 Aug 2011 23:58:25 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43444/#p43444</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43442/#p43442</link>
			<description><![CDATA[<p>I am not that really interested in holding an outpost with the new intrusion or&nbsp; the present one. Risk/work involved versus rewards needs to change. Others will find interesting/chalenging to hold and lock access. </p><p>I am also in favour of alliances been formed, only, as equals with each corp holding its own OP as Arga mentions. 200+ man corp &#039;should&#039; be more than enough to hold it close to 50-70%mark and mechanics should reflect that preference. <br />500 man corps to just to hold on at 50%, is way over the top if those are the game mechanics changes intentions.</p><p>We can&#039;t be sure what would happen until implemented, then tweak as necessary depending on feedback.</p>]]></description>
			<author><![CDATA[null@example.com (Celebro)]]></author>
			<pubDate>Mon, 15 Aug 2011 23:33:33 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43442/#p43442</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43439/#p43439</link>
			<description><![CDATA[<p>Options should be equally present for all playstyles. Having an alliance feature doesn&#039;t mean everyone is obliged to use it, without it we&#039;ll just end up with 500-man corps instead of 5 100-man corps. <img src="http://forums.perpetuum-online.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Syndic)]]></author>
			<pubDate>Mon, 15 Aug 2011 22:59:21 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43439/#p43439</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43408/#p43408</link>
			<description><![CDATA[<p>I think it&#039;s inevitable that as the world expands there will be a need and desire to have alliances, but I think as was pointed out on the podcast, that&#039;s its not really needed now and that corp features would be a priority.</p><p>I think it&#039;s probably OK to implement the new outpost setup without alliances, but there&#039;s a real possiblity that no CURRENT corporation will be capable of holding it at 100% as stated in the blog, due to the lack of 24/7 coverage.</p>]]></description>
			<author><![CDATA[null@example.com (Arga)]]></author>
			<pubDate>Mon, 15 Aug 2011 19:09:53 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43408/#p43408</guid>
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			<title><![CDATA[Re: New devblog: Intrusion 2.0]]></title>
			<link>http://forums.perpetuum-online.com/post/43391/#p43391</link>
			<description><![CDATA[<p>No alliance mechanics, discourage blobbing. Thanks.</p>]]></description>
			<author><![CDATA[null@example.com (Mara Kaid)]]></author>
			<pubDate>Mon, 15 Aug 2011 16:54:57 +0000</pubDate>
			<guid>http://forums.perpetuum-online.com/post/43391/#p43391</guid>
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