Re: Easy added incentives to beta!

you really don't have to add anything to encourage beta players, the problem is your trying to force pvp on pve care bears and if you push them too much they are going to get ticked off and start asking for less beta stuff.

right now the biggest thing that stops people from going to play on beta is not being in a comu release corp that has a endless supply of mechs they built up from the beginning of the year.

unless you spend a week building bots to use on the week end your only going to be on beta for a couple of minutes.

If we speak stricly just assaults and lights your still looking at 1-2 days prep time.

As it stands if your not already on beta or allied/subjugated to another corp your going to have a hard time making a footing.


Its like how rich people only need money to make more money, but poor people dont have that large pool of money to start making enough for it to be worth while.

Re: Easy added incentives to beta!

Arilou wrote:

Something I've been thinking would be for AC to commit to not growing Alpha beyond what already exists. But keep adding Beta islands, of course. Then you get a sort of "stagnant homeland, but opportunity in the colonies" dynamic. Crowding will stifle Alpha, but higher populations will make it a major economic centre. Beta will be where you can build a better life despite the dangers: find untapped ore veins, uncontested spawns. The player movement will feel less artificial than that from boosting drop rates or something (IMO). And it's not an Alpha nerf, just a refusal to boost it ever again.

As a alpha dweller and dedicated carebear, I still agree with most of this. I wouldn't say NO new alpha islands, putting (3) new alpha II islands on the 'far' side of another set of (9) beta islands would create a desire to transit from Alpha II to Alpha III as these islands get crowded. And more than anything, getting players MOVING is what creates opportunity for PVP. This also creates potential for other markets, and 'safe' havens from the next Island expansions too. A 'Wagon stop' so to speak.

As far as increasing incentives for beta, we've been down this. The only thing at this point that increasing non-objective based rewards will do is make the current beta-dwelling corps even richer; it will do little to incentivize others to use the islands, because it's not 'reward' that's stopping them as was pointed out, it's just too much risk.

28 (edited by Celebro 2011-08-25 21:02:23)

Re: Easy added incentives to beta!

I think in the beta/pvp aspect of the game, DEVs were trying to replicate eve too much, but without warping,local chat or scanner, which generally makes it a far more riskier endeavour to farm PVE or mine resources, and which consequently makes beta far less attractive than in the other game.

For non-eve players let me explain: warping took you just 5-10seconds, then whilst you warp5-10sec. No one could attack you, far harder to catch PVEers or miners, then it was just a few seconds to dock.
Also local  tells you if  enemies are in system, a kill needed skill not just luck when roaming. In perp once they find you mining/PVE you have no chance of escape.

I'm not implying to add those 2 features, warp would be game breaking here. Local chat, maybe not that bad idea. A sector detection system of some kind, by using deployable items/mods. Either way something has to give for a safer option, is just too much of a risk specially when we are talking about a sandbox game. No matter how much goodies they add to beta.

RIP PERPETUUM

Re: Easy added incentives to beta!

Celebro wrote:

I think in the beta/pvp aspect of the game, DEVs were trying to replicate eve too much, but without warping,local chat or scanner, which generally makes it a far more riskier endeavour to farm PVE or mine resources, and which consequently makes beta far less attractive than in the other game.

For non-eve players let me explain: warping took you just 5-10seconds, then whilst you warp5-10sec. No one could attack you, far harder to catch PVEers or miners, then it was just a few seconds to dock.
Also local  tells you if  enemies are in system, a kill needed skill not just luck when roaming. In perp once they find you mining/PVE you have no chance of escape.

I'm not implying to add those 2 features, warp would be game breaking here. Local chat, maybe not that bad idea. A sector detection system of some kind, by using deployable items/mods. Either way something has to give for a safer option, is just too much of a risk specially when we are talking about a sandbox game. No matter how much goodies they add to beta.

Those two features is why I only played EVE once, their lack of is why I play this game now. Local doesn't add skill, it just means the target has to be afk or dumb. Simply use scouts to scout, the game doesn't need to auto scout for you.

And if want to capitalize on better incentives in beta without dying every 10 minutes, maybe use a group or scouts, or anything really. As it stands there is very little incentive to be on beta other than epriton, why should only mining be so much more lucrative(epriton is like 6x as expensive compared to other ores). Other aspects should also respect this so that people other than miners have a reason to try their hand at beta.
Also either way I think the ammo rewards increase will be helpful on alpha and beta, for new players and vets who want the med PvP ammo.

Overall with these easily adjustable increases and hopefully getting some alpha corps to band together to make a green island alliance is the best way to foster a better environment other than simply waiting for more players which we all agree is needed, but for that we'll mostly have to wait for more time/more advertisement.

Re: Easy added incentives to beta!

Noob Carebear here. Some good points on both sides. Alpha should not grow much more, or at least slower than the game population growth, Beta should get more incentives to go there, roam there, maybe die there. The chance of escaping a gank in null sec EvE can be replicated here with a slightly faster emergency teleport beacon .... Enemy interrupts your ninja mining party? Pop a 20 second teleport beacon and off you get to a exit port. Not in game atm but I feel the time should still leave some time to escape, but not eliminate risk. And the difference between the tele recharge and invulnerability timers could be slightly increased to maybe 8 seconds from the current 5 ish to allow a better chance of death when encountering smart locals. I may be a Carebear, but I don't want it easy, some of the greatest times I had was narrowly escaping death in Null. And sometimes I didn't but the carrot offered was enough for me to go back despite the risks.

If POS come into the game it will be a dramatic improvement to Beta and give corps their own areas of land to claim, and defend, and base from.

Alpha should not lose the ability to do certain things (like mk2 bot production) but those activities should be and are better to do on Betas. (III Factories) The game needs even less risk-averse Carebears than me just as much as it needs PvPers.

My 2 nics.

Re: Easy added incentives to beta!

While I do agree that beta could use some additions like those Never suggested, as it is right now if you are smart about it you can make plenty from beta's as they are now. For the most part they are pretty empty of people. Play smart and you will profit.

However if added plasma, kernals etc etc will get more people out there doing their thing then I'm all for it. Not just so that there are more people to roam and kill right now but so that other individuals and corps can develop the industrial backbone to provide great wars as well as to start filling out the high tiered stuff on the market.

I also agree that while alpha shouldn't be nerfed as it is right now it should also not grow anymore. As it is there is very little reason not to do most of your mining and npcing on alpha. Maybe some overcrowding and not enough mins to go around will help push people to learn, adapt, and to expand to beta islands.

Re: Easy added incentives to beta!

If you nerf alpha now, the player population might dwindle even further...

Any change that forbids production of t4/mkII on alpha is really bad. It will just distort the game even more towards making beta corps decide what the markets can have access too, and independent producers don't stand chance.

I'd also like to point out that beta is already really profitable, though some people like to play this down so that they can get even richer. However, I'd be okay with improving some of the combat aspects, such as slightly boosting kernel/plasma drops.

Re: Easy added incentives to beta!

Arga wrote:

As far as increasing incentives for beta, we've been down this. The only thing at this point that increasing non-objective based rewards will do is make the current beta-dwelling corps even richer; it will do little to incentivize others to use the islands, because it's not 'reward' that's stopping them as was pointed out, it's just too much risk.

I didn't mean to frame it as increasing Beta incentives. If Alpha is kept small and crowded, then it actually matters much less whether Beta gets any explicit (i.e. coded in) advantages. That fact that you'd always be squeezing in between other players to farm or mine on Alpha, with no chance to forcibly push them elsewhere, would stand more as a matter of differentiation than an incentive one way or the other. Then you're always fighting with other players for resources no matter where you are. The question is only whether its a passive or active aggression.

Re: Easy added incentives to beta!

I am with Arga on this. New Alphas should be accessible only via beta routes. I.e a cluster of 2-3 alpha islands with a ring of betas around them, then another cluster of alphas and again betas etc. this will make moving between alphas risky however will establish trade routes that the beta dwellers can profit from (traffic tax :-)) etc.

we don't need to do anything special on betas (except maybe POS like structures and deployable defense measures).

To get back to EVE history, I personaly liked what ISS was doing back when they still existed. Renting space they actively protected with a Navy (it was not exactly that but you get the point). Carebears got protection in exchange for some industrial/financial help.

Basicaly this system has to have some formal backing from the game (military contracts, escort assignments that are player based etc.) that's all that we need for a functional low security environment.

35 (edited by Jack Jombardo 2011-08-26 15:04:38)

Re: Easy added incentives to beta!

There is no need to add risk at all for someone who DO NOT LIKE IT.

All your aiming to FORCE them into PvP is to get easy targets for your e-peen-boards.

It's getting old. Every second week a new "nerf alpha buff beta" thread pops up.
And a point ALL of them miss is: 50% of the Alpha carebares are Alt Chars from Beta players!

I remember a poster, who addmited, that he has ONE 00 Char which was carried by 13 (!!) highsec chars in EvE.

So best way to get more Chars to Beta: move your damn alt from Alpha to Beta!


I live on Hersh. Most Agents I see there are CIR, NeX, FOOM and all the other "we are Beta" Corps. Get off of my Alpha and move your ... to your damn Beta!
This will fix YOUR Beta problem (which is no problem at all).

36 (edited by Arilou 2011-08-26 16:18:26)

Re: Easy added incentives to beta!

Jack Jombardo wrote:

And a point ALL of them miss is: 50% of the Alpha carebares are Alt Chars from Beta players!

If true, what this points to is that for many people it's still more lucrative to be on Alpha. You have people who are fine with the idea of losing bots regularly, but have decided they aren't seeing any advantage to supporting themselves on Beta alone.

There is no need to add risk at all for someone who DO NOT LIKE IT.

Yes there is. You benefit without opposition, while others face harsh opposition. I'm not saying you should be forced to fight, but you should have some kind of significant difficulty, something that slows you down as much as having to fight for your territory would.

Get off of my Alpha and move your ... to your damn Beta!
This will fix YOUR Beta problem (which is no problem at all).

You see risk as something to avoid at all costs, and thus a reason to stay out of Beta. People on Beta tend to just want to optimize their results. So if mixing Alpha and Beta activity leaves them richer and more powerful than a pure-Beta life, that's exactly what they'll do. It's annoying that, though Beta is theoretically self-sufficient, it isn't practically self-sufficient.

Hugh Ruka wrote:

New Alphas should be accessible only via beta routes. I.e a cluster of 2-3 alpha islands with a ring of betas around them, then another cluster of alphas and again betas etc.

If Alpha remains readily accessible at all times, then Beta will always be at the fringes rather than becoming the dominant environment. Rather than 2-3 Alphas with a ring of Betas, it should be a single Alpha with 2 layers of Beta totalling 8-12 islands (thinking very long-term here). Ideal Alpha:Beta ratio for me is about 1:10.

Re: Easy added incentives to beta!

Yes, keeping with the power of 3 here, I'd say 1 alpha for every 9 beta which is basicaly the same as 1:10 smile

I've made several posts on overcrowding Alpha, that eventual overcrowding on alpha will drive corporations to beta more organically. The nerf to the alpha ore regen rate is something they did a while ago, and when the population of Perp increases it will be one of the first things you'll see posted, "OMG NO ORE", and then we'll know that we are reaching that pressure point. Earlier this year, before the great exodus, the 3 alpha islands were really feeling the pressure when they nerfed the alpha ore by limiting the cycles (went from reds to yellow). That pressure was relieved with Terra Incognito, but it will certainly play out again as population rises.

Allowing Alpha to overcrowd is also the answer to Jack's objection to risk. The players that are very risk adverse will, and can, simply stay on the Alpha Island. Corporations or individuals looking for a little more return on investment, that are less risk adverse, can make the migration to the more isolated Alpha III Island. And the PVP corps that are using alpha II will simply move to beta because the risk of beta, which they aren't adverse too, will be less then the time and effort mining green ore fields; or being unable to find any ore at all.

Just like you can't "Force" carebears to beta, you also can't "Force" PVP'ers to beta, but the PVP player has a much lower threshold to meet for them to go there. Where you run into issues, like Lucius remarked, is if you PUSH carebears out of alpha, then your pushing them out of the game, you won't push them to Beta. So while nerfing alpha would have the effect of forcing PVP'ers to Beta, it would also cost the game a large portion of its industrial base.

Beta is already incentivised to be USED, and lots of PVP'er do use Beta, they just don't live there. Increasing the NIC/hour on beta isn't going to make them move there, it's simply going to give them more return on their existing excursions.

The new outposts, which only give you incetives if you 'live' at the outpost are the right direction. Of course it's still going to take Corp leaders to make the decision to actually do it, and they may very well leave a large portion of their mining on Alpha II for now, which brings us back to the overcrowding. If the PVP core lives on Beta and alpha minerals become scarce due to over mining, then they will just naturally start mining on Beta. Which will then ease up the resources on alpha II.

Tl;DR - When we start to see threads complaining about ore abundancy again, we know we are making progress.

Re: Easy added incentives to beta!

Arga wrote:

Things

Well said! Manipulating supply and demand of the environments themselves will be as effective as any specific incentives. But crowding Alpha will take either more players (read: time) or removing some existing Alphas (simply not going to happen, I think). Hard to say whether there's anything effective that could be done in the mean time.

Re: Easy added incentives to beta!

The trap right now with adusting ore is there aren't enough players to protect risky mining operations. The whole overcrowding is based on the volume of players using the alpha islands, not on the scarcity of the resources, and not simply the ore/plants but access to spawns as well.

So, at this time there really isn't any quick fix or adjustment, that's the downside of letting things happening organically.

Re: Easy added incentives to beta!

At the risk of looking like a total jerk, I posted a thread regarding just these issues in the suggestions forum. I considered putting it up in general but I wasn't sure if it was the right place for it.

Linky:

http://forums.perpetuum-online.com/topi … p-content/

Re: Easy added incentives to beta!

RedKGB wrote:

Got an idea for adding value to beta, could be mentioned before or else ware, but you know :effort:.

Allow only the MK version of bots be built on beta's.
Allow only the new line of bots coming out in the future tobe built on beta's. Still allow alpha factories to build the T1 version of bots up to heavy mech, but the new destory class can only be built on beta's.
Allow beta's to be the only place to build T4's.
Allow destories only to use beta to beta island transports.
Only the holding corp can use the advance build options to build MK's, Destoriers, and T4.
Corps that hold thier respective OP above 80% earn nic for the corpate wallet from 5mil to 20mil a day, for the transfering energy back thru the hole to earth.

This imo adds more value to OP, and beta islands.

PS. Also as an incentive to PVP, the corp holding the SAP that takes away NIC earning ability from the corp holding the OP gains x amount from the rival corpations of that OP. Make it worth wild, like 50-100mil. Put something in the code that it will only pay out to other corps that actively hold an OP also. This will allow the larger corps to attack each other with the idea of disrupting thier nic stream.

+1 I would like to see more incentives for people not just to ninja farm betas but to actually live there. Maybe this, along with an alliance feature, would get some of the really active corps like NeX and friends into a bid for Beta island outposts.

I also believe that the cost of trying to take an outpost should be very low because all that cost does is keep groups who don't already have the assets from trying to get to a beta and hold it.

(Contrary to popular belief, the general sentiment I get from CiR is that we would love to see the other beta islands become inhabited. This would make for many more PvP opportunities and liven up the game significantly)

Re: Easy added incentives to beta!

I too would like to see more corps occupy beta outposts. I don't see it happening until the revamp though.

The new revamp actually makes the cost of trying to take an outpost, 0. No signup, no fees, just show up and attack the SAPs, but be ready to fight off outpost-snipers when the outpost hits 0%. smile

Re: Easy added incentives to beta!

This game needs the builders and the miners and the farmers equally as much as it needs the soldiers and the destroyers and the killers. And these groups need each other. Someones gotta collect the materials to make the bots and someones gotta destroy the bots so more need to be made.

You all do understand this, right? Minor balancing and tweaking aside, you can't buff Beta by nerfing Alpha.

And comments like Alphas needing more risk because Betas got it much harsher and has more risk ..... Lol no one forced you to go to Beta ....

And I'm a carebear who thinks ninja farming or mining or ratting on Beta is worth the risk of getting killed. Beta simply needs a mechanics to let the corps hold land and grow and stay there 24-7.

Re: Easy added incentives to beta!

Maslow's heirachy of needs, shelter is something that has to be satisifed before a person can be satisify high level desires.

Simply giving a corp the opportunity to call an outpost home, letting them set access even without bonuses, will allow them to start fullfilling higher level goals.

45 (edited by Celebro 2011-08-27 00:26:38)

Re: Easy added incentives to beta!

Maybe the syndicate could offer loans for keeping an outpost for a week up to a month even, or  they could offer a package of defence bots and ammo.  The smaller the corp the better the rewards.


Edit: This could help new corps get started living in beta, should be only for first time takers perhaps.

RIP PERPETUUM

46 (edited by Jack Jombardo 2011-08-27 02:33:48)

Re: Easy added incentives to beta!

Maybe closing half the Beta Islands until more players are active will help your "I'm so alone" syndrom. This way the 6 people activly roaming will see each other (if they don't avoid each other like usual).


Random roming TS:
Spy: enemy gang roaming Alsbale
Gangleader: then let's go Nova
Member: why not hunt them
Gangleader: na, I could lose my bot, let's farm their miners
Member: *sig* this means they will hunt ours next time
Gangleader: who cares, they are just carebears *harhar*

^ THIS is why you see no NPC-Farmer and very few miners on Beta.
NOTHINK else!

Re: Easy added incentives to beta!

Jack Jombardo wrote:

Maybe closing half the Beta Islands until more players are active will help your "I'm so alone" syndrom. This way the 6 people activly roaming will see each other (if they don't avoid each other like usual).


Random roming TS:
Spy: enemy gang roaming Alsbale
Gangleader: then let's go Nova
Member: why not hunt them
Gangleader: na, I could lose my bot, let's farm their miners
Member: *sig* this means they will hunt ours next time
Gangleader: who cares, they are just carebears *harhar*

^ THIS is why you see no NPC-Farmer and very few miners on Beta.
NOTHINK else!

lol. its like you have no idea at all, but keep posting. lol

[16:03:43] <Mara Gossep> syndic.....and get your *** spy out of our corp

48 (edited by Jack Jombardo 2011-08-27 08:38:41)

Re: Easy added incentives to beta!

RedKGB wrote:

lol. its like you have no idea at all, but keep posting. lol

Haha, yea, this MUST come. Allways the same "you know nothink" when arguments are missing.
I was part of enogh fleets/gangs to know how they work. And that's where I too learned to HATE them. Sorry, you lost.
And no, you can't provide anythink new to this. It started in DAoC or even earlier. Some wannabes claim "we want PvP" and ever time you see them they just gang solos, far wors geared or helpless industrials. You NEVER see them fight equal targets!
So just shut up with all this wannabe mini Rambo bullshit! There is noone left who belives you anyway anymore.

Beta HAS enough advantages and Beta HAS far more reward then Alpha!
There is NO need to buff Beta even more or nerf Alpha!

If you want more people on Beta -> PROTECT THEM!

You know? BUFF SAFTY
Player made content ... ups no, you don't want this, you just want eazi targetz ...

Re: Easy added incentives to beta!

One thing which would help is to cut off all teleports from Alpha 1 -> Alpha 2, and all teleports from Alpha 1 & Alpha 2 -> Beta 2.

Thus, the old Beta 1 islands would become "crossroads" of sorts, it would become necessary to go through B1 to get to B2, and to go through B1 to get to A2.

I don't think the issue is in the population, or the alpha vs beta ratios (imho, alpha2 is still too mineral-rich with 0 risk, observers are a joke that ignore stationary targets). The issue is in the umbrella of teleports which have absolutely NO bottlenecks or forced routes.

Gradually it could be extrapolated that "Gamma/Beta 3" islands would only be accessible through Beta 2 islands, etc. Thus, protection would become a premium, industrials would have a reason to contract mercenary corporations for convoy protection; over time industrials would band together to move their goods in one go to cut the merc-escort costs, and naturally this would draw the lawless element to the party even more.

Right now:

1. You can live & mine on Alpha 2 in complete safety. (again, observers are a joke that ignore stationary targets so dont mention them as "unsafe", they're only unsafe to nubs).
2. You can reach ANY Beta island from pretty much anywhere in the world, with minimal exposure to Beta travel-risks.
3. There is no reason to live on Beta because if you want, you can get there in 5 minutes, spend 2 hours doing your stuff, extract your goods in 5 minutes. The "risk" is that someone might spot you doing your stuff and get a group together to get there and stop you from leaving/docking in... 5 minutes? Yeah right.

I mean, Beta 2 is BETTER then Beta 1. In the future, Beta 3 or Beta X or whatever you call it, is going to be BETTER then Beta 2. If all of the Beta's, Gamma's, whatever can be reached from Alpha; what is the point in anyone holding the old islands? There's no negotiations to be done, no military escort to provide, no bribes handed off to grease gate guards, no targets for piracy.

It results in what we have now = 2/3 Beta 2 islands being owned, 1/3 Beta 1 island being a warzone, and generally 4/6 Beta islands being empty wastelands. Because there is no incentive to own them, if you can't get a Beta 2 you might as well not bother.

The mentality of "if I mine a sequer of Epri I win" is another dilemma, most of the corps won't risk more then a termis and a sequer on mining because its all they can afford to lose. They're probably proud of building 10-30 mechs a week too.

For those who were around during that time, our mining fleets on "Domsomalia" were 5x times in size that most corps put out TODAY, and "Domsomalia" was almost 6-7 months ago!

That mentality dilemma will never be solved, some people risk what they feel they can afford to lose; others will risk everything they have for maximum efficiency and maximum gain.

[18:20:30] <GLiMPSE> Chairman Of My Heart o/
CIR Complaint Form

The Imperial Grand Wizard of Justice

Re: Easy added incentives to beta!

Jack Jombardo wrote:
RedKGB wrote:

lol. its like you have no idea at all, but keep posting. lol

Haha, yea, this MUST come. Allways the same "you know nothink" when arguments are missing.
I was part of enogh fleets/gangs to know how they work. And that's where I too learned to HATE them. Sorry, you lost.
And no, you can't provide anythink new to this. It started in DAoC or even earlier. Some wannabes claim "we want PvP" and ever time you see them they just gang solos, far wors geared or helpless industrials. You NEVER see them fight equal targets!
So just shut up with all this wannabe mini Rambo bullshit! There is noone left who belives you anyway anymore.

Beta HAS enough advantages and Beta HAS far more reward then Alpha!
There is NO need to buff Beta even more or nerf Alpha!

If you want more people on Beta -> PROTECT THEM!

You know? BUFF SAFTY
Player made content ... ups no, you don't want this, you just want eazi targetz ...


lol, So your exprince of what 5-8 years speaks for every one and how they play? I was giveing you an easy out to stay silent and save face, but you spoke again. I have been contacted in game, TS, and on here of other people likeing my ideas. They are not for produceing easy targets, its for a more fair reward/risk system. But you dont see that, all you see is waa, they want more people on beta, waa, it must be so they can kil us, waa, they cant force me todo this, waa, I dont want to go to beta.

Here is something I dont think you have figured out yet, look at the killboard, look up my toon. You will see I am carebear, I mine, I build things, I die alot, not in combat bots but in regular indy bots. But wait I am a hardcore PvPer that wants only to kill easy targets. Dude I am the easy targets.

But for all honestly look at the killboard here, and on battleclinic. Used the same name for over 10 years. I challange you and anyone else to say I am a hardcore PvPer.

You have been in the wrong corps/guilds over the years. If you were to pick some that had some class then you will see things from a different side.

In fact I invite you to join us. Stay a month and see how we do things. We are not the greatest corp nor the most powerful, but we strive to be the most fun, for every one in the corp, for the PvPers, the miners, the builders, and the PvErs.

Join us and see us for who we are.

[16:03:43] <Mara Gossep> syndic.....and get your *** spy out of our corp