Topic: Official response to the comments in patchnotes?
http://blog.perpetuum-online.com/posts/ … balancing/
Any comments, Zoom? Seems like a lot of people are quite disappointed.
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http://blog.perpetuum-online.com/posts/ … balancing/
Any comments, Zoom? Seems like a lot of people are quite disappointed.
I think this was my last hope of a revival and it was just wasted. Apart from it doing the opposite of its intention it's testing phase was never communicated and pathetically short and despite fervent and useful feedback I don't think anything changed from its original.
*** this game.
Any comments, Zoom? Seems like a lot of people are quite disappointed.
...I did?
And of course a lot of people are disappointed, that was to be expected, nerfs are like that. A lot of people can't see beyond their own personal gains or losses, but we try to look at it from the outside, and that's why these changes happen. But don't expect me to reply to "worst patch ever"-like comments.
Even though that those comments are like 95%+ of all comments about the patch? I'm just genuinely wondering, what is your reaction and expectations.
And why, if you wanted to decrease a gap, you didn't do it in some softer or more indirect way, rather than doing it the way it was done.
Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
Considering a change like this is basically database changes of stats I find the lack of imagination depressing. In particular the further nerf of two unused areas - gun and proto mechs - I just find incomprehensible. It's like you took everyone's good ideas and did the opposite.
Now Read Proto as Potato
10 cpu+reactor too goot
I'm very pleased with the patch.
Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
When most of the key players cross the fence and say, you just really boned us. More than likely you boned us.
DEV Zoom wrote:Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
When most of the key players cross the fence and say, you just really boned us. More than likely you boned us.
yep. I'll enjoy quad plated assaults with firearms for a week or two and then be back to darkfall before the free play is up and probably purchase the game.
I'm the noob. With 70k EP which i haven't even spended yet . I've made a plan, bought a half-year boosting, and sometimes loggin in to chat and do some mining.
I can't see how this patch boost me as a new player. Instead, decreased significance of extensions, and nerfed mechs just sounds BORING.
As a new player, i want a better goals.
A motivation to train my character and became a vet one day.
Some cool, large-sized tech.
Features, content, graphics...
If you want to do something for the new players, then make their life more interesting.
That's means improvements of the Alpha island, graphics, missions, features(things to do for a player), and overall quality. Because it's the lack of that that makes people bored and quit. It's not because they're sad that they don't have 2m of EP. Isn't it obvious?
Boosting new players by decreasing the gap might be useful to the type of players which don't want to do or wait someting in the game, which just want to try it, and quit after a few months.
Well, that's reminds me of CCP. They've tried boosting the noobs too. I remember the starting 800k SP, and double-speed training for a month. But now it's 80k again, without any benefits. Looks like they're finally fugured a dissatisfying fact that this isn't helping, and the game either interesting for the new players(and the others), or it's not and it's doesn't matter if they have some free stuff in the game that they didn't liked, even it there isn't ANY gap. So they're started to improve the game instead. Exploration, graphics effects, and a lot of the other stuff you can do or see without investing huge money or years of training...
I know that it's takes a lot to add such things and actually improve the game. But sorry, look's like there's no easy way or magic pill...
Your track record for "knowing what is best" is not that good
Gamma wipe - remember that?
We dont forget, so dont sit here and lecture us about 'personal' gains.
Your shortsightedness has wiped about hundreds and hundreds and hundreds of subs
Weedy wrote:Any comments, Zoom? Seems like a lot of people are quite disappointed.
...I did?
And of course a lot of people are disappointed, that was to be expected, nerfs are like that. A lot of people can't see beyond their own personal gains or losses, but we try to look at it from the outside, and that's why these changes happen. But don't expect me to reply to "worst patch ever"-like comments.
Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
Zoom you did something no one else could you brought the warring factions together to agree that your or alfs ideas of balance were so drastic that the Devs have ruined what was thought to be a saving patch.
I for one am very disappointed in what appears to be a lack of how this game is played by the devs. The fact that the same topics are brought up every few weeks should be a clue.
Dev to Player interaction: Hire GMs again, do it in secrete if need be or appoint Player Dev Managements like the CSM of eve.
Advertisement? No brainer here.
Nerf Batt. Again this would be solved if you had players that gave feed back and you listened.
EP gap. I know pay to win arguements but if you had a 30$ one time for normal account, Make a 90$ account that comes with 6 months of ep to start with and a 3 month booster.
Territorial warfare. One alliance holds the whole beta and gamma. Does it seem like its working right.
Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
Remember the two first industry/mining changes zoom?
When we actually had players playing the game?
Ur record of bad patches are a loot bigger than the good ones just saying.
I am trying hard to see both sides of this patch, and trying to find the positives of these changes. There were so many other ways the gap could have been lessened without causing so much grief for new players.
Some of the changes I like but they are few. The negatives out-weight it hands down and the opportunity of changing some roles on mechs or made it more interesting could have been much more creative than this balancing.
Reasons why this doesn't help new people:
200k ep sink to max a character actually makes it harder to close the gap on vets
It removes the staged aspiration of assault - mech - heavy mech
Boosting tank while nerfing damage makes it harder to rat. The patch made killing heavy mech rats 40% less efficient therefore reducing NPC reward by 40%. This means its nearly twice as hard to complete research, make money, grind kernals for protos or farm nods. Hrres the real kicker though - this is when you are maxed skilled and have already closed that 200k ep gap. New people can't do that making their situation worse and disproportionately effected.
Nerfing mining means increasing mineral cost. Module and mechs should therefore cost 20% more in a balanced market
Economically and from a skill perspective these changes make it harder for a new player (or corp) to catch an old.
DEV Zoom wrote:Those who are content with a change rarely comment on it, so we're left with the negativity, I thought that was common knowledge.
Remember the two first industry/mining changes zoom?
When we actually had players playing the game?
Ur record of bad patches are a loot bigger than the good ones just saying.
I remember screaming bloody murder about the recycle nerf and they would not listen. That patch alone lost them a thousand players. They did the same thing again changing the big red spawns of everything on beta to the *** you see today and there goes another thousand with people to this day still talking about a lack of teward. I saw from Norhoop the exodus both patches made and I still think both should be reversed to this day.
I think this was my last hope of a revival and it was just wasted. Apart from it doing the opposite of its intention it's testing phase was never communicated and pathetically short and despite fervent and useful feedback I don't think anything changed from its original.
*** this game.
Welcome to he club .... please wipe your shoes on the mat as you come in
So now we have heard from new players who hate it and old players who hate it can we roll this bullshit back and go back to the drawing board rather than letting pride run off players you don't have.
This patch done right is a real opportunity and your missing it.
I am assuming htat the devs don't have proper development resources to upkeep the game at the pace it would be needed for it's natural growth pace. I don't think this effort was in vain. It's just the crybabys being loud and the crybabies not hearing those that don't cry.
I am assuming htat the devs don't have proper development resources to upkeep the game at the pace it would be needed for it's natural growth pace. I don't think this effort was in vain. It's just the crybabys being loud and the crybabies not hearing those that don't cry.
Well I don't think that's fair really. Bear in mind the Devs made this harder for themselves than needed - they added new skills and this caused problems in itself.
I think the key thing is people want new content and not to break what already works very well. One problem this game didn't have was balancing. They could very easily have tweaking some stats for existing stuff in game that is not used in order to give people a third tier of robots. They could have tweaked mods stats to make the six tiers of mods not used useful. They could have tweaked gunnery to make that a viable fourth weapon system. All of these changes require no coding and no art yet could have given the player base so much more new stuff to play around with.
The concern I hear is in changing what wasn't broken, in not talking and adapting to feedback and in not using this opportunity to add specialisation and therefore new content.
All it would have took to do this is a proper conversation with the players about what they would like to see followed by a post like the dev blog of what is changed before it hit the test server and let that be the balancing. By involving the player base they become your advocates and not your opponents which was proven by the gamma patch that's universally appreciated and is mostly what was asked for.
I want to reiterate that this is no way would take the Devs a long time to do as it's just stat changes done in the database with no coding or new skills to add. They could STILL do it if they were prepared to admit their mistakes and learn from them as they did with gamma.
I am assuming htat the devs don't have proper development resources to upkeep the game at the pace it would be needed for it's natural growth pace. I don't think this effort was in vain. It's just the crybabys being loud and the crybabies not hearing those that don't cry.
No one is crying. You haven't been here through the numerous face-palm patches we have.
Lets see,
ERP and tuning nerf. Nerf Nerf
Buff then double nerf assaults. (super masked ninja saults)
Indy decapitation Recycle skills
Rework of relations for Missions 1/3 of a 1/3 of my relations remain. NERF
CCT online patch (walls and probes) OP/NERF NERF no refund
Release of multiple new mods and bots with the response of WTF op or garbage. (ECCM, L-dmobs, Ewar tunings, ect)
Gamma islands unintended mechanics of buildings NERF Gammas lost due to mechanics change No refund.
Gamma base doughnuted and ***...Unintended mechanics NERF
Gammas look silly due to terraform height NERF
Only patch I can personally say was a great success was the rework of Auto pilot, and to those who say its still broke or buggy I say you never tried to use the old one.
When have the devs used a buff to another class to counter an op to another?
As an inheritor let me comment:
*Indy decapitation: There is nothing but indy carebarea around for 50% of the server. Doesn't seem to be dying but rather thriving.
*Faction rating seemed easy to grind. You just complaining about your sudden state drop rather than system improvement (in case the rating used to be global then I guess I am perfectly fine using only rating of one color)
* walls and probes: the little i have seen probes they seem like okay thing to do. If I would encounter more waves if there were less probes the siutaiton would be sillier.
* the wide selection of modules seemed to me like most served a purpose and were natural fits. I have a little hard time believing not everyting was in form the start (such as having some tunings but not others).
ERP I can't say about because I haven't touched them that lot
A NERF is not a tool and not an error state in itself. You can get equivalaent effect by buffing everything else than by nerfing a single thing. You just interpreted as if you somehow lost something when 1) the nerfs were universal everybody lost the same amount so no relative potential level change 2) You evaluate goods in a economy/mechanics that nolonger exist. If every hp and damage number were divided bv 10 you don't get 10 times worse goods. You have to evaluate within the new context. To my tally most of the NERF were succesful and the you compaining that everything is gettign nerfed is emotional incompetency of being irrationally attached to numbers regardless of their meaning.
And if changing numbers is easy so should have this. And it feels taht a bigger number shuffle around would have required strictly greater effort. There is no new art or engine functionality added with this change either. Jita you also suggest making new equipment roles, that is a form of specailization. Thus your argument that what you would suggest should be the course of action would be stirctly less effort falls short and it is kinda tempting to draw the opposite conlusion taht it would be strictly more effort.
This patch is good for us veterans.
- Value of our stockpiles has increased exponentially, since everyone who doesn't have sufficient stockpiles now accumulates them much slower.
- Vets have 1-2 skills to dunk 100k saved EP into to return to max-skills, newbies will suffer more as they have to spread the EP around.
- Vets already have accounts that can drive everything in-game, so balance changes don't impact their ability to play. Newbies who didnt accidentally pick the new FOTM will spend more time being worthless.
But honestly I don't know why everyone's acting suprised that Zoom thinks he's smarter then everyone else. Srsly you guys, srsly...
You can't fix veterans eing able to tank EP by keeping the skill sthe same or increasing them. Only maybe by having a skill that would make sens eofr anew bie but a vetran woudl not put EP in. Bu taht kind of skill would cause separate griefs.
The only way the patch woudl be "good" in this way woudl be if the skills were merged and more EP would flow to the EP dams. But that qould cause a lot more qq than this. Thus it is hypocritical to count this fact alone as being a flaw in the patch.
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