Topic: making beta more lively

Playing only for 2+ weeks but already noticed the emptiness of Beta as a whole. Have few thoughts about this...

- Players don't have real stimulus to actually LIVE on Beta.
- Why would you actually want LIVE on Beta when it's 10-15mins away from safe Alpha?
- Beta is too easily accessible in and out.

I'm veteran 0.0 EVE-O player so it's pretty easy to compare. When you had to make like 30-40 jumps (1-2 hours depending on situation) from 0.0 to reach safe markets in empire (before caps, bridges, etc) it really made you LIVE in 0.0. You mine there, you hunt npcs there, you run around there... you weren't able to go to safe space quickly and easily get back. You went to empire only when you needed to sell bunch of stuff and access markets and those were special rare events.

Intrusion 2.0 system looks like it's aimed at this problem but imo it's too complex and won't be able to solve it. There is a need for simpler solution.

- For example make ports connecting Beta and Alpha work only for 1 hour every 4 hours.
- Make only 3 transits between Alpha and Beta so 3 other Betas would be connected only to other Betas.

This way people will be forced to choose where to stay most of the time without easy Alpha-Beta transitions. In open transit windows ports will be camped so those wanting to leave Beta and Alpha will have to think about scouting, bringing friends to escort them etc etc. Ownership of Alpha access Betas will be more important and will inspire more active fighting for their control. Overall activity in transit regions will provide more fights and fun. People will have to stay in Beta if they want it's riches and defend their holdings.

Re: making beta more lively

Beta should not be compared to eve 0.0
It, at best, could be called low sec..

With that in mind I do agree that it needs to be more lively but that isn't possible until we get more depth.

3 (edited by Celebro 2011-09-22 00:11:44)

Re: making beta more lively

I am also an Eve vet player, believe me we know/devs too of the issues we have in beta being empty. Is not so much the easy access but the risk versus reward ratio is too far balanced to the risk. There is only 2 reasons to move to beta Epitron ore and level 3 facilities there are no POS in place yet.

If you make teleports lock you in/out of beta every 4 hours guess how many are going to be camping the gates for 1 hour. This will not make it any safer and the lure for resource is just not worth it.


Edit: Its like low sec but with no concord standings to worry about, and only 6 systems in the whole server and no warp gtfo, now that's risky.

RIP PERPETUUM

Re: making beta more lively

The biggest problem for Beta population is that we don't have NPC bounties. So it makes no sense to rat on Beta if you don't make it back to terminal and/or Alpha.

Look at it this way:

In EVE I packed a BC/BB and left for 0.0. Roamed around empty systems and killed NPCs. I could make up the ship value in bounties in a few hours when I was carefull. Any loot I got back to safe markets was a bonus.

In PO, I can roam and rat on Beta, but to realise ANY profit, I have to make it back to a terminal or Alpha. Coupled with more difficult escape when chased, this makes the risk evaluation skewed towards Alpha NPCing.

What would help is a plasma transfer module, that would transer and sell the looted plasma to the nearest terminal for a 10% tax or so. Make it limited (only able to transfer 4k of plasma or so) so you can't run around indefinitely (ok you still have to restock ammo). You can even be required to register the module at a terminal and have limited range (say 6-7km from registered terminal).

Re: making beta more lively

Ruka, thats actually a nice idea!

*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: making beta more lively

Thank you Yohey I didnt noticed that aspects but thats really good suggestion, I surprised about that.
Maybe the solution isnt so easy, but I also always find the solution, beta living. I hope that will solved and everything will be good about betas.

Hugh Ruka good idea. But still has alpha near the same NPC -s to all beta. (i mean new alphas)

Energy to Earth!

18.01.2014. [12:57:58] <BeastmodeGuNs> after that i remembered all those warning about 1v1 you lol, and i found out why xD

Re: making beta more lively

@OP, absolutely horrible idea.
* Any kind of access restriction will discourage people (in many ways).
* Gate camping is not the type of PVP to promote.
* Perp islands are not EVE systems and teleports are not jumpbridges. EVE has loosely connected systems, Perp has well connected islands. We need more travel freedom, not less.

@Hugh Ruka
I'd prefer something less magic. Like the ability to create stashes (small and hard to find containers with 24+ hour timers), so you can dump stuff and come pick it up later.

Sidenote: a lot of threads seem to take on the low population problem from the wrong direction, e.g. by introducing some forcing mechanic to artificially "liven up" the situation. If something doesn't work well due to low pop, we should just wait for more people to join. Period.

Re: making beta more lively

its not magically - i was already sugessting portable matter transport devices instead of portable teleporter.

both sides would benefit: the PvP crowd cannot complain that their prey is jumping away infront of their eyes, and the farmer/miner cannot complain about losing their bot, as they have still the fruit of their work.

I wanted this as outpost feature with tax and stuff, so hauling is still the better option but not the only way.

*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: making beta more lively

A system like this seems like it would be workable, since if your farming NPC's, what you're really looking for is the kernels. The abilty to limit your loses, while still providing lots of pirate loot (the kernels) seems like a great compromise and a way to encourage more players to risk tier-fitted PVE bots on beta.

Roaming around for Tier fitted PVE bots (with cargo) would be just as profitable as ganking epi miners, except the PVE bots will at least put up a fight; which is much more entertaining.

10 (edited by Beasty 2011-09-22 20:16:09)

Re: making beta more lively

Incoming wall of text. . . .


I think the plasma transfer Idea is a good one, this could be really useful for NPCers but I think it may not fully solver the risk issue between alpha and beta. On alpha you can still gather way more plasma for no risk. The biggest advantage of beta is the kernels if you could transfer kernels also it would be viable but then where do we stop transfer minerals also?

I think there is several solutions for the low player population and I have been on both sides of the fence on this dilemma. Either the islands are too crowded making it to easy for roaming groups to find mining or npc farming ops or there too empty and the pvp crowd complain that there is no targets because no one wants to go to beta because the risk is to high for the reward.

I have come to think that the best option at this point is to have an explosion of new islands I think there should be 30 to 40 islands (beta) total with 10 total or so alpha islands many of the new beta islands would be passage ways to the others but I really think the size of our play space is chocking the population. Even at the influx a few months back there was 500~ ish people online, if evenly spread through all islands that’s still 40 is people on each island and I think for a beta that is to much. Beta should be more of a “wilderness” than a populated city. 

For corps big and small esp. small to grow we all need breathing room. I think a small corp should have a chance to move/sneak out to a beta island and build a small presence in an “unknown” location and maybe by chance be caught by a roaming patrol. As it stands right now small corps and new players must cow tow or at least have some loose connection to larger corps if they want to realize their potential on beta because space is so limited.

I do understand that the pvp crowd will say “ wtf I don’t want to spend 4+ hours roaming to find one target” I say tough pvp should not be shooting fish in a barrel, it should be a real hunt.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~

Re: making beta more lively

Beasty wrote:

Incoming wall of text. . . .


I think the plasma transfer Idea is a good one, this could be really useful for NPCers but I think it may not fully solver the risk issue between alpha and beta. On alpha you can still gather way more plasma for no risk. The biggest advantage of beta is the kernels if you could transfer kernels also it would be viable but then where do we stop transfer minerals also?

The rest interesting but off topic.

The assumption here is not that you are going to beta to gather plasma. You're going there to get the kernels and additional drops. The plasma transfer is a way to hedge your loses, not to increase your gains. If you go to beta and come back with nothing, you're not likely to try it again. If you offset your loses with some plasma, then there's some incentive to try again. This is basically the SLOT MACHINE scenerio. The longer you sit at a slot machine, the more money are you are going to lose, the slot machine encourages you to sit there longer by giving you some of your money back occasionally, and sometimes you will even pull ahead for a time.

The risk of loss is still the same, your bot and all its modules, so there's no need to decrease reward. Its simply a way to 'bank' some profit as you go.

Re: making beta more lively

Arga wrote:
Beasty wrote:

Incoming wall of text. . . .


I think the plasma transfer Idea is a good one, this could be really useful for NPCers but I think it may not fully solver the risk issue between alpha and beta. On alpha you can still gather way more plasma for no risk. The biggest advantage of beta is the kernels if you could transfer kernels also it would be viable but then where do we stop transfer minerals also?

The rest interesting but off topic.

The assumption here is not that you are going to beta to gather plasma. You're going there to get the kernels and additional drops. The plasma transfer is a way to hedge your loses, not to increase your gains. If you go to beta and come back with nothing, you're not likely to try it again. If you offset your loses with some plasma, then there's some incentive to try again. This is basically the SLOT MACHINE scenerio. The longer you sit at a slot machine, the more money are you are going to lose, the slot machine encourages you to sit there longer by giving you some of your money back occasionally, and sometimes you will even pull ahead for a time.

The risk of loss is still the same, your bot and all its modules, so there's no need to decrease reward. Its simply a way to 'bank' some profit as you go.

@ Arga My post was directed at the OP, and coming up with alternate ways that beta could seem “further” away from alpha and agreeing with him that going to beta should be a journey not some 20 to 30 minute exercise to do every day. The section you pulled from my post was a comment on the post Ruka made, I missed where Ruka announced a topic change. 

@ Yohey , I agree beta is to accessible and to small the current map could stay that same with no changes to teleport paths but we need new islands that connect and expand out from the existing ones. I think this will help encourage people to live on beta.

In this business, by the time you realize you're in trouble, it's too late to save yourself. Unless you're running scared all the time, you're gone.
~Bill Gates~

Re: making beta more lively

Beasty wrote:

@ Arga My post was directed at the OP, and coming up with alternate ways that beta could seem “further” away from alpha and agreeing with him that going to beta should be a journey not some 20 to 30 minute exercise to do every day. The section you pulled from my post was a comment on the post Ruka made, I missed where Ruka announced a topic change.

A whole reply about one misstatement and nothing about the content, thanks for the clarification.

Re: making beta more lively

Beasty wrote:

@ Arga My post was directed at the OP, and coming up with alternate ways that beta could seem “further” away from alpha and agreeing with him that going to beta should be a journey not some 20 to 30 minute exercise to do every day. The section you pulled from my post was a comment on the post Ruka made, I missed where Ruka announced a topic change.

There is not topic change, because the topic is about making beta more lively. The OP suggested a way to keep people on beta for longer by making the travel mean something. I.e. you are less likely to move back to Alpha if the journey takes long.

However the OP missed the whole point of WHY should one go to a beta island in the first place. That's where my idea slots in.

You see, making the journey more tedious only keeps people on betat that want to be there.

Also in EVE, all you ever had to worry were jump gates. With a bit of attention, you were totaly safe during your travel. This is not true for PO. You can be intercepted anywhere and everywhere.

Re: making beta more lively

Yohey wrote:

.

Very good point. I hope the game will go in this direction.

16 (edited by Yohey 2011-09-29 23:28:48)

Re: making beta more lively

"Insta cash\loot transporter" thing won't solve the stated problems imo. A to B access still remains too easy and people can easily live on A while occasionally going to B for ratting which will become a lot less risky. Also noninsta transportation of valuable cargo on yourself with risk of being killed is one of core aspects which musn't be changed.

Not sure about "making more islands". Current player base is really small so adding more territories leads to more areas void of player activity which is against the main idea of the topic. Such changes should be made very carefully by DEVs based on current server population and average online. Look at Domhalarn for example. When I wanted to sell some plasma on B for better price I was told to go there because... well noone's there so risk of getting killed is much lower. If there are still big empty areas I'm not sure if it's wise to simply add more.

On the other hand if you create maybe 1-2 new islands but really BIG ones or merge current ones into 2-3 but twice or thrice as big that's a different thing. More land and less ports mean more traveling time and risks to take. Journey from the farthest reaches of those BIG islands to A port will mean something and won't be that easy and common. To make it worth your while to take those risks better resources must be available to those who live on those far ends. You can live near port and earn less for less risk, you can live far away have risks and potential of greater profit.

Re: making beta more lively

MOAR DEPTH FOR BETA

More features on B with gains that need active defense lead to more activity there. As I stated earlier I didn't really like whole Intrusion 2.0 system. Imo it's trying to create unnecessary complexity where things can be simpler and polish more game aspects. How to do it better?

- POS for resource gathering which can be placed only on B.
- POS yield is MUCH better than of a single player using a bot (nerf amount gathered by bot or simply make POS gather more is a different balance issue which I don't really want to discuss, too early for that).
- POS can be attacked and destroyed at will by other players (HP, balancing, etc again not here\now).
- POS placed on certain distance from Outpost can be protected by invulnerability shield automatically if it's HPs are down to certain %.
- POS inv shield will drop after certain amount of time (24 hours? etc etc) and by that time it's owners must be ready to protect it.
- Another inv shield is only available after POS is fully repaired.
- Any POS owner corp with positive standings from Outpost owner can receive inv shield protection.
- It is possible to charge money for such protection %) .

This way in conjunction with making A to B transportation more difficult will provide B residents advantages of much more effective resource gathering while making 'em to fight for control of those juicy spots. It's vital to combine those things because if A to B transition easiness isn't solved players can struggle for B territory control while still having main bases aka gathering points at A. Also this system will raise Outpost significance as you can't protect your POSes without those. You aren't forced to join Outpost owner corp to have your personal POS protected but you will have to make agreements for protection. You can still risk placing POS without protection but that's a question of balance again, price of POS, resource etcetc.

Such system can be balanced pretty good every minor issue can be solved and polished but it has 1 real downside: server is one, timezones are many. USA vs Europe vs Asia and things with intentional attacks at other time zones are s**t. It can be solved by having different servers for those 3 zones. It can be solved by creating multitimezone alliances. Both have their pros and cons. Look for EVE-O to explore downsides of 2nd way. Imo 1st one is better but it needs much bigger player base and leaving the idea of "one server to rule them all" (much moar expenses and technical issues as well, but those are not my problem tongue ). Just wanted to mention it here, not that I want to go deep in arguing bout it.


P.S.: I'm sorry if my ideas aren't new or were told here earlier... still repeating good things may lead to their eventual realization smile .
P.P.S.: I'm very well aware that they are pretty much raw as I'm still newbie in Perp but I hope to convey the main ideas so something similar but better polished can be implemented.

Re: making beta more lively

Just saying Hello Kitty Paint jobs are the answer to Beta's problems.