1 (edited by Alexander 2011-12-01 14:22:50)

Topic: Intrusion 2.0 Patch Feedback

http://www.perpetuum-online.com/Changelog:2011-12-01

I will now highlight what I feel are important discussion points:

Change: The last wave of distress beacons are now special waves: in case of normal beacons this means elite NPCs, and for officer-type beacons this means that the last officer will also bring some friends along.

Change: The robot bonuses of Troiar and Troiar Mk2 have been changed from 5% to 8% neutralized energy per extension level, and from 5% to 2% accumulator recharge time per extension level.

Change: Increased the cargo capacity of all Mk2 robots by ~25%.

Change: Faction specific robot control extensions (Pelistal, Nuimqol, Thelodica, Industrial and Spec. ops) now don't give any extra bonuses anymore, but all affected robots have a new robot bonus based on these extensions instead.

  • Combat robots: 1% reduction to faction specific weapon cycle times

  • EW robots: 1% increase to signal masking

  • Industrial robots : 1% reduction to miner and harvesting module CPU usage

  • Industrial haulers: 1% increase to maximum armor HP

New: Higher level reverse engineering facilities now produce CTs with better attributes. Level II facilities add an extra 2.5% to time and material ratio, level III adds 5% and level IV adds 7.5% (they are still capped at 100%).

My views are:

  • Any changes to extensions should result in that extension being reset.

  • MK2 Cargo increase is a very nice additional bonus for MK2 robot and gives a whole new reason to use a Sequer MK2 and Lithus Mk2

  • Better CTs from higher level terminals further shifts the balance between rich and poor as trading CTs is too difficult and unmanageable at the moment. This change should have come with increased ways to trade CTs (Packaging CTs for example to be traded on the market in either 100%, 75%, 50% brackets. When packaging a CT it should always lower to the next bracket meaning that CTs can be made at 100%, packaged and sold on the market much more easily. As well a used CTs being sellable on the market.

  • Distress beacons are fairly common and having them always result in a "Boss" is a very nice idea while also supplying feedback to say "This is the last round". I still feel more could be done with them. For now this is a very nice change

  • Intrusion 2.0 systems are too new to comment on but the standing stability feels a little too low in my opinion. However we're not sure until the first event happens.

2 (edited by Drahkar 2011-12-01 14:15:28)

Re: Intrusion 2.0 Patch Feedback

Alexander wrote:

Change: The robot bonuses of Troiar and Troiar Mk2 have been changed from 5% to 8% neutralized energy per extension level, and from 5% to 2% accumulator recharge time per extension level.

Change: Faction specific robot control extensions (Pelistal, Nuimqol, Thelodica, Industrial and Spec. ops) now don't give any extra bonuses anymore, but all affected robots have a new robot bonus based on these extensions instead.

  • Combat robots: 1% reduction to faction specific weapon cycle times

  • EW robots: 1% increase to signal masking

  • Industrial robots : 1% reduction to miner and harvesting module CPU usage

  • Industrial haulers: 1% increase to maximum armor HP

1 problem and 1 potential problem.

The problem is every non ewar loses 1% accumulator capacity per level of spec ops, which for thelodica pilots is frequently trained despite not even using ewar bots. I doubt thelodica combat bots had too much accu to begin with, and most likely Kains and Mesmers used it aswell. The EP is now wasted unless refunded and we need a replacement for this accumulator.

Potential problem would be that the troiar changes may not be adequate but I'm gonna leave that debate to people more informed on the subject.

AXE JOKE ECORP N-A CIR

Re: Intrusion 2.0 Patch Feedback

About time we got an increase in mk2 bots cargo, reverse engineering buff looks good too.

The 1% here and there, I'm really tired of this tweaking fest. What would 1% increase in indy hualers HP change?

RIP PERPETUUM

Re: Intrusion 2.0 Patch Feedback

i think masking for EW robots is stupid bonus

Re: Intrusion 2.0 Patch Feedback

same as industrial one

Re: Intrusion 2.0 Patch Feedback

other stuff is awesome! GJ Devs big_smile

Re: Intrusion 2.0 Patch Feedback

1 problem and 1 potential problem.

The problem is every non ewar loses 1% accumulator capacity per level of spec ops, which for thelodica pilots is frequently trained despite not even using ewar bots. I doubt thelodica combat bots had too much accu to begin with, and most likely Kains and Mesmers used it aswell. The EP is now wasted unless refunded and we need a replacement for this accumulator.

Gonna have to agree with him here... One of my Theolodica toons only trained the Spec Ops skill up for the accumulator bonus.. Guess its time to use ewar bots.......

Inappropriate signature.

8 (edited by Drahkar 2011-12-01 14:22:10)

Re: Intrusion 2.0 Patch Feedback

I don't even see the point of changing Racial and Spec ops robot control bonuses.

No one asked for it, it was never discussed with the players, it was only just "announced" by being included in the patch notes for a patch that is already being implemented.

It doesn't fix any problem and there was never a problem with it unless the information was withheld from the playerbase.

I don't want to be mean but it just looks like someone pulled a random change out of their a**.

AXE JOKE ECORP N-A CIR

Re: Intrusion 2.0 Patch Feedback

Drahkar wrote:

I don't want to be mean but it just looks like someone pulled a random change out of their a**

If they pulled this from their Path Finding (A* system) I'd be amaz-.. Ohhh I see what you did there.
Also I agree this change was not needed, it complicated and I preferred it before. Training the extensions before made sense with cross training. Now cross training does not help in anyway and only specialising makes a different.

*Booo*

Re: Intrusion 2.0 Patch Feedback

Oh I've missed the troyar tank problem solution description...Was there one?

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Re: Intrusion 2.0 Patch Feedback

Spec ops was refunded, that would have been the only one i would have complained about (or did actually)

trojar fix is ok..

its top recharge got reduced from 89.93 AP/s (44.97 AP/s) down to 31.35 AP/s (15.68 AP/s) while maintaining the ~5.2 HP / AP shield efficiency.

together that is a nerf from 468 HP/s down to 166 HP/s ... from recharging only

masking bonus for ewars... i think thats the worst balancing change from just reading it.

*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: Intrusion 2.0 Patch Feedback

Drahkar wrote:

I don't even see the point of changing Racial and Spec ops robot control bonuses.

No one asked for it, it was never discussed with the players, it was only just "announced" by being included in the patch notes for a patch that is already being implemented.

It doesn't fix any problem and there was never a problem with it unless the information was withheld from the playerbase.

I don't want to be mean but it just looks like someone pulled a random change out of their a**.

I guess there is a reason for it. Might be related to new types of bots and then the bonuses were off or who knows.

Re: Intrusion 2.0 Patch Feedback

Very underwhelming patch tbh. Some decent small changes, some not so much, and Intrusion 2.0. I'm aware that devs speak to some "players", but you should really consider talking to those few that actually still play.

Re: Intrusion 2.0 Patch Feedback

Dazamin wrote:

Very underwhelming patch tbh. Some decent small changes, some not so much, and Intrusion 2.0. I'm aware that devs speak to some "players", but you should really consider talking to those few that actually still play.

I wouldn't call it underwhelming because the focus was Intrusion 2.0 which we won't see in effect for another few days. I would however say that a lot of changes here seem to take away from the previous allowance of multiple paths.

Re: Intrusion 2.0 Patch Feedback

Fair enough, I may of course be completely wrong about Intrusion 2.0, however, I doubt it.

Re: Intrusion 2.0 Patch Feedback

Drahkar wrote:

I don't even see the point of changing Racial and Spec ops robot control bonuses.

No one asked for it, it was never discussed with the players, it was only just "announced" by being included in the patch notes for a patch that is already being implemented.

It doesn't fix any problem and there was never a problem with it unless the information was withheld from the playerbase.

I don't want to be mean but it just looks like someone pulled a random change out of their a**.

If you have looked at Spec ops robot control as an accumulator extension previously, then it was a problem, because that's not what it was meant for. It was also pretty expensive if you only used it for that.

The change makes it possible for us to assign all kinds of different bonuses to any robot, governed by these single extensions, instead of giving one common (and sometimes unrelated) bonus to everything.

It also paves the way for future robot classes, where we won't have to smash our brains to figure out what kind of single common extension bonus could have been useful for both a combat and an industrial type of robot. Remember, these are extensions which reflect how good you are at controlling a common type of robots, however those robots can do different things.

Re: Intrusion 2.0 Patch Feedback

... I .... and then ... but ...

How.. what ...

This is like looking at a new monitor with the power off and saying the image sucks.

Re: Intrusion 2.0 Patch Feedback

Arga wrote:

... I .... and then ... but ...

How.. what ...

This is like looking at a new monitor with the power off and saying the image sucks.

Nice one, but it seems the Devs are giving us a blank screen, and providing us with forums to give opinions about the image we can't see. wink.

"Please users, tell us if the turned off monitor has a good image."

RIP PERPETUUM

Re: Intrusion 2.0 Patch Feedback

The most interesting part isn't the I 2.0 mechanics, its how people are actually going to use them.

Re: Intrusion 2.0 Patch Feedback

Will see whole new drama unfolding the next few weeks, maybe not in a good way. big_smile

RIP PERPETUUM

Re: Intrusion 2.0 Patch Feedback

i suspect the new intrusion system will force a major change in life on beta's.. where before corps/alliances fought for survival... it will now force these people to actively defend or leave beta's... the demand for actively assembling defence forces 3-4 times a day inall probability outside their normal gaming hours to defend a sap for a yet still a pointless outpost... will be too high given the very low population of beta inhabitants.

Beta's will effectively become a roaming culture only.

time to cry

Re: Intrusion 2.0 Patch Feedback

Jetblack wrote:

i suspect the new intrusion system will force a major change in life on beta's.. where before corps/alliances fought for survival... it will now force these people to actively defend or leave beta's... the demand for actively assembling defence forces 3-4 times a day inall probability outside their normal gaming hours to defend a sap for a yet still a pointless outpost... will be too high given the very low population of beta inhabitants.

Beta's will effectively become a roaming culture only.

time to cry

Remember that works both ways. Will an outpost holding enemy be able to constantly attack an opposing forces SAP's? What I see this Int 2.0 causing is a reduction in the blob warefare as a whole. It encourages small scale pvp on an almost constant basis. A very good thing.

Inappropriate signature.

Re: Intrusion 2.0 Patch Feedback

Personally I quite like the idea of constant PvP, but the problem is that constant PvP means lack of opportunity to do Indy / Carebear stuff on Beta, which means those guys won't be on beta, which means your corp is not really living there. If you're not really living there why own an outpost? Especially since you need 60% stability to get the same facilities as an Alpha 2 station. I would say messing with other peoples outposts looks a lot more fun under the new system than holding your own.

The alternative of course is that no one really cares, and SAPs become free loot sources, but I'd argue that's not exactly ideal either.

Re: Intrusion 2.0 Patch Feedback

thats my point... the new intrusion structure will force more roam style gameplay... but hinders actively living in beta.
Can see alot of corps moving lots of assets out of beta purely because of the risk of losing outposts.

Most corps/alliances in this game are nationality/language/timezone based... hence they have unified timezone they operate in... not being able to set an 8hr safety 'blanket' in a given 24hr period to suit the deadtime of an alliance/corp timeframe this equates to vulnerability...
This means less ppl on beta... this means less industry.

Summery: The chances of new/old corps taking outposts has greatly increased... but the ability to hold an outpost has dropped...
Result: The loudest sound on beta won't be the roar of mechs moving... it will be crickets chirping.

Re: Intrusion 2.0 Patch Feedback

and as for the 'weekenders' those that can't play during the working week but put insane hrs in at the weekend.. well its their deathknell... no matter how much effort they supply at the weekend... its now pointless.