Topic: attributes and EP cost..

new to the game.

looking to make a full combat char.. will it be a good idea to go 100% miitlary attributes and get as low as possible on the other two sets ? Or go 80% 10% 10% ?

and for miner characters.. will it be good to go 100% industrial, and ignore the rest ? Or go 80% 10% 10% ?

any advice ?

Re: attributes and EP cost..

advice: look into the "guides" section.

and IMHO full combat for combat agent, and full industrial for industrial (producer or miner) is the only way to go.

only support-agents could benefit on 1! different placed attribute choice on the long run.

*Disclaimer: This post can contain strong sarcasm or cynical remarks. keep that in mind!
Whining - It's amazing how fast your trivial concerns will disappear

Re: attributes and EP cost..

Engineering and other support skills use R&D and or Heavy Industry and are more in line with combat but the clan based robotics lines are 9X Extensions and every point in military counts when its that high an EP cost.

Honest, I don't think they matter in the end because you can't round a characters EP out based on 2 Attributes and time saved on something gets eaten else where. The paper/ Rock Scissors effect is in the EP/ Attribute system as much as it's in the clan choice. You can't really roll a "bad char". Just allocate poorly if you plan to run a single account. I wouldnt worry about it tbh.

Re: attributes and EP cost..

Attributes should get removed. We already have a great system for specialization in the form of EP distribution. Why add a layer of complexity on top of that in the form of an annoying setup decided before you've even played the game?

Re: attributes and EP cost..

My non-specialized character should be competitive in about 2 years ... *pops out to resub another year*

6 (edited by Tazca 2011-08-05 19:35:16)

Re: attributes and EP cost..

Edit: Nvm this actually. Actual EP usage is pretty much the same (16.4% increase against 5500EP is 902EP while 4.5% decrease in 10000EP is 450EP x2 (two 3/3 skills), so it's pretty much the same.).
I'll leave this text here anyways for reference. smile

The more you get attribute points to single attribute, the better, as the gain is exponential. The ratio of EP spent in a skill-up is calculated by 100 - primary attribute - (secondary attribute / 2) = ratio.
Let's say you have 60 attribute points to spend (the actual is around ~80)
So with 30/30 attributes you get 55 (-45% EP needed vs 100), and with 24/24 (the 80%/10%/10% build) its 64 (-36%), while on 10% attributes you get 3/3 which is 4.5 (-4.5%).
Thus with 80/10/10 you have to pay 16.4% more for 80% skills and only 4.5% less for 10% skills.
10/10/10/10/10/10 attributes would yield -15% EP for each skill, but you pay 54% more EP (in combat, industrial or logistics skills, 55 vs 85 ratio) than a specialized pilot with 30/30.
In reality the percentages vary but the trend is same.

Re: attributes and EP cost..

To answer the OP's question: you must heavily specialize.

Juan Valdez wrote:

Attributes should get removed. We already have a great system for specialization in the form of EP distribution. Why add a layer of complexity on top of that in the form of an annoying setup decided before you've even played the game?

+1  :: to expect players to set this up well without prior game knowledge is bad.  Then couple that with the inability to remap attributes without severe penalties in some form or another, and the situation really sucks IMO.  Couple all that with the fact that there is only one EP pool that all toons must share, and now players are FORCED to have multiple accounts with a heavily specialized toon for each one, meaning pay out the nose.  No thanks. 

We should be allowed to remap attributes for NIC as often as we can afford, or just get rid of them.  EP accumulation is far too slow, and the whole system is severely inflexible.  Some like this stating the tired old argument that "choices matter".  ROFLMAO :: there are no choices as you MUST set a few attributes to max in your chosen area of focus, and spend EP on a few extension trees related to those attributes.  That takes a minimum of brain power.  It's far more fun to have sufficient flexibility to try out a variety of builds, and to see if you can up with something truly creative.  As it is: set two attributes to max, put one kind of cookie in the oven to bake for the rest of your time in the game...

Re: attributes and EP cost..

It's far more fun to have sufficient flexibility to try out a variety of builds, and to see if you can up with something truly creative.

Except this doesn't happen.

The number of choices for extension and modules in the game is fairly small still, since it's new, but even comparing it to something much more complex like the wow trees, FOTM builds become the standard. You want to tank, then you set up for bot this way with these extensions, because it's the best way. 2 people on the server choose to do it differently, but no one lets them go on roams because they die too easily.

Each time the devs make a change, everyone remaps to whatever the number crunchers now determine are the best attributes and extensions.

Yes, that is how many games out there currently work, but those games are not fully player driven verticals; and they aren't trying to be.

Technically there is nothing wrong with your observations and suggestions as that type of system is proven effective in other games, but that's not the direction that Perpetuum is headed.

If switching 'classes' and trying out new things continually is what you're looking for as a game playstyle, then your in the wrong genere. The other side is planning out a character, and watching it develop over a period of time, learning your abilities, grumbling over changes and needing to make adjustments based on many factors of the game; not just what's hot that month.

Re: attributes and EP cost..

Mrs Pickerel wrote:

To answer the OP's question: you must heavily specialize.

Juan Valdez wrote:

Attributes should get removed. We already have a great system for specialization in the form of EP distribution. Why add a layer of complexity on top of that in the form of an annoying setup decided before you've even played the game?

+1  :: to expect players to set this up well without prior game knowledge is bad.  Then couple that with the inability to remap attributes without severe penalties in some form or another, and the situation really sucks IMO.  Couple all that with the fact that there is only one EP pool that all toons must share, and now players are FORCED to have multiple accounts with a heavily specialized toon for each one, meaning pay out the nose.  No thanks. 

We should be allowed to remap attributes for NIC as often as we can afford, or just get rid of them.  EP accumulation is far too slow, and the whole system is severely inflexible.  Some like this stating the tired old argument that "choices matter".  ROFLMAO :: there are no choices as you MUST set a few attributes to max in your chosen area of focus, and spend EP on a few extension trees related to those attributes.  That takes a minimum of brain power.  It's far more fun to have sufficient flexibility to try out a variety of builds, and to see if you can up with something truly creative.  As it is: set two attributes to max, put one kind of cookie in the oven to bake for the rest of your time in the game...

the only change this game needs:

no penalty on deleting characters while still on trial. the trials are already severely limited so let's give people the opportunity to roll a few characters without penalty. once you sub, you are set and have only the usual reset available.

Re: attributes and EP cost..

I think giving unlimited EP resets on the trial would give a bad precedence. The trial really isn't long enough to get good at playing, or have enough EP for extensions levels, to give a real feel for how each faction works, and certainly not for trying out different professions. And then to be 'locked' in after the trial, will make it feel like a penalty for subscribing.

The new system will allow players in the first 30 days to move EP around unlimited up to level 5. We'll have to wait to see how that actually works too, but new player experience is something they are aware of and are addressing.