1 (edited by Celebro 2012-08-24 17:53:43)

Topic: It's all about the journey?

Im always of the thought mmo games like Perpetuum is more about the journey than the actual goals you set out to do. Accomplishing them is all well and good  but, once its done what's next?. Well I guess its all about setting new goals and keep going.

TBH I just trying to figure out what needs needs to change to keep me motivated much longer and I haven't been playing much lately, as it sometimes feels like I'm beating a dead horse here. On the bright side still love this game and its huge potential. Recent changes is a small step in the right direction.

Any thoughts?

RIP PERPETUUM

2 (edited by Hunter 2012-08-24 17:48:22)

Re: It's all about the journey?

Yes, you are right here. There are a lot of ways to achieve the another ways. But goals must invent exactly the players. Should they all?
Maybe better to implement both variants: linear and nonlinear encounters.
I think that shoul be some big war against big and powerful NPC crowd. Intrusions for fractional facilities (against NPC), where wll be able manufacture fractional equipment or/and manufacture with equal effeciency as on gamma (which need to occupy and hold (defend)).

Why players must to shoot each other only?..

The theory of mutual interests
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3 (edited by Kokomut 2012-08-24 17:56:50)

Re: It's all about the journey?

For PVP, need to create more opportunity for smaller scale engagements maybe introduce Unique buildings that give different bonus or some sort of limited resources(very limited # that spawn per day) to fight over. Colixium is a first step, but it's still widely available and it's unlimited as long as people are mining. Right now everyone can just sit in their own corner and do their stuff.

Gamma is nice but if you actually manage to kick someone off gamma, chances are a sizable number of their players will just quit. Not exactly good for the game.

For PVE/Industry, keep introducing new module/bots. Maybe a new faction of NPC to fight against that have a chance to drop elite equipments or drop "crystals" that could reinforce(aka upgrade) current equipment. Better missions that involve what hunter said, assault npc base etc.

Carebears stay for the grind that might get them something unique to brag about, like +20 dragonslayer or something.

PVPers stay for the opportunity to experience the adrenaline that comes from close fights or the slim chance of winning when the odds aren't in their favor.

Re: It's all about the journey?

Hunter wrote:

Why players must to shoot each other only?..

Exactly right, couldn't agree more. This only works where there is 2000+ concurrent players creating their own content/conflict, where the Devs can just sitting down tweak the mechanics a little, and watch the drama unfold.

RIP PERPETUUM

Re: It's all about the journey?

puts universal answer in:

because its a sandbox!

/cynism

*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: It's all about the journey?

Cynicism or not its not only a sandbox , its also a business with customers. What do you say to your customers?'Sorry its a sandbox ,you should create your own content 99% of the time, here are the limited set of tools'

RIP PERPETUUM

Re: It's all about the journey?

They were called the Conflux

They would infest TPs, bombers would have to nuke the infest to open the routs to locations. The longer the infestation, the more nukes it took to destroy it.  While high lvls of AI defended the infest.  Higher lvls of AI (talking about observer lvl or higher) destroyed structures, players, anything that was shootable in the sector,,,island,,,that was sepperated from the map.  The TP on the adjacient islands would be infested...not the isolated island TPs.. So outside forces could rescue the trapped island. 

But Conflux was lore, a part of the total game.  They had a history, and were the AI that brought conflict to everyone that flew in space. Miners were shot by them, cargo ships, everyone. When they saw you they attacked. not a matter of running around them, and they go back to their programed march...they chased you to your destination...or your demise.

This brought trades to that game,,like escorts, and conflux shooters. That kept shipping lanes open. I know someone in a sequer does not want overlords chasing them to the 'end' but this is what is missing, in this game.

I should admit that just because AI was no mercy, it was lvl set for risk/reward scenarios.  And alpha areas would still be like they are now. But a beta with its entry tps camped by AI and Observers blowing up everything for hrs on end. Including doing the SAPs, might bring some life to the show.

When Corps go awol from the game this control, or content, boots them from their home. If one player multi boxing against high lvl AI keeps a OP from going poof. Cool.  But this dynamic function puts a cycle on OP ownership, with the game doing the dirty work of booting lazy, or awol players back to alpha.

A pointy stick works,,,,,,sometimes..:)

Re: It's all about the journey?

Player created bounty on other corp and other players

Re: It's all about the journey?

Celebro, that cynical remark is the response i get usually when calling for upgrades to the current pet-zoo npcs in perp.

really, the backgroundstory says we are at war with the local native life-form, that are the npc robots there, and we have just gained access to 6 islands via a virus until they built up firewalls to block it off.

what the background-story doesnt tell, is that the side-effect of the "bergers virus" is also, that all robots within the captured area are totally ripped off their "sentinent logic" and most of them can only walk in circles anymore. After a mutation of the virus, some of the robots started to even ignore the human threats (orange spawns).

its an equilibrium!

*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: It's all about the journey?

Celebro wrote:

Cynicism or not its not only a sandbox , its also a business with customers. What do you say to your customers?'Sorry its a sandbox ,you should create your own content 99% of the time, here are the limited set of tools'


Yes.  That is what a sandbox is. That 1% where you dont create your own content should be tutorials to showcase what you can possibly do in game and provide a taste of all the paths in game you could take.

The problem that i see is that 90% of the sand in this sandbox is only accessible to large corporations who are pvp capable.  New players and "medium" players who are not part of a mega corp alliance have access to getting stomped in pvp and farming alpha/beta.  Mega corps get to own outposts build bases terraform ect.

Stranger Danger / Capital Punishment / Cyberdown
Pillar of the Community
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CIR Ministry of Truth

Re: It's all about the journey?

Stranger,

Mega  corps?.. there are no mega corps in this game I'm afraid.

Anyways my point is there is a need to create more tools for the sand and solo content, not for my sake, but to keep other content loving players interested more than a few months of play. Religiously keeping this narrow sandbox definition to 'pvp/create your own content', is not going to keep players subbing. Reason being there are not enough players. Anyways I like the direction Devs have been taking now focusing on assignments, spark teleport.

@Anni, not too sure if the game lure is a priority atm, but surely would need some more thought in the near future.

RIP PERPETUUM

12 (edited by Celebro 2012-08-27 19:05:14)

Re: It's all about the journey?

edit: double post

RIP PERPETUUM

Re: It's all about the journey?

post #3000 !

The Lore is a kinda important part, since its the base of the whole story driven content and PvE. The inital lore we had during beta had some logic-loopholes and was then adjusted to fit the games content (aka how can an evil corp like M2S even exist when we are all in the same spacestation controlled by the syndicate...)

The lore says we are on this planet to fight against someone
- The sentinent robotic lifeform on NIA, that has its own three faction that dont like each other

to gather something
- Energy for Earth, transfered through the wormhole by a building on New Virginia

and that we work for someone
- the three megacorps united under the syndicate, but each working for its own profit first.

these three core statements of the Lore are also the core elements of the PvE content for a Sandbox game.
All three are nowhere to be found ingame anymore. Fragments have been there at the beginning, but they got removed, or nerfed down, or just thrown in

  1. "Standing" and "faction choice"
    Once, when you did a mission for a subcorp of conglomerate A,  you lost reputation of the conglemerate B and C. The relation extensions still contain the effect to reduce the reputation loss which is not present anymore.

  2. Act of agression
    We had police towers - reacting instantly to any act of agression against someone without pvp-flag. It was possible to shoot someone down right next of the Alpha terminals, but it was a guaranteed loss for the attacker (exploits aside). The missing factor was persistant consequence for the attacker. After killing someone under police protection, he just respawned in the very same terminal as the victim, and could instantly undock again without any standing loss, or beeing perma-pvp flagged, etc. This bad agent could do that as long as he had robots to waste, as demonstrated by a group of M2S agents for the sake of the game!.

    The "Hotfix" against that was the implementation of the syndicate protection on alpha, which we still have...

  3. Factions
    they have zero meaning. you can create your agent, log in, and leave your "faction" instantly, and joining a player corp. with a few EP spent, you can drive all 5 colors of robots, and use all weapons with the same efficiency.
    NPC faction are also nothing but different colored bots sheeps that drop different colored kernels. They are supposed to fight each other and trying to get us off their planet... but when i undock from Tellesis terminal, i see a nuimqol, a pelistal and a thelodica orange-NAP spawn right next to each other...

  4. Storyline missions
    There was an attemt to bring in a bit storyline into this world of sheep-farming. When you read "we have to stop them from building those nukes that they could fire on us" - dont you think that when you FAIL the mission, that they would actuall fire a nuke? Well, you lose 0.01 standing when you fail, and those npcs are always there, except some that you have to dig out of the ground with an artifact scanner...

  5. ....

lost the red line halfway, sorry.

/post 3k

*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: It's all about the journey?

Annihilator wrote:

Factions
they have zero meaning. you can create your agent, log in, and leave your "faction" instantly, and joining a player corp. with a few EP spent, you can drive all 5 colors of robots, and use all weapons with the same efficiency.

first thing that came to my mind here: why not have for all the agents still being in one of the npc-corp a standard standing of at least 3.00 of that faction and a special reward bonus on NIC and tokens (like 50% more NIC and 2 times more tokens) for their missions.
If you leave that starter corp, only your the gained standing of the runned missions will count (may be difficult to implement) - or standing is even set completly to zero (because you are a traitor/deserter) - when leavingbthe starter corp a warning that tells you this should be given.
Just one possible side effect: the higher the standard relation to the starter corp less time/cost needed for production missions - good for new player experience.
Since you are not able to reenter that starter corp, those boni can not be used for advantages in PvP (corp-vs-corp meant here).

15 (edited by Kokomut 2012-08-28 20:41:41)

Re: It's all about the journey?

Arjha Shanoo wrote:
Annihilator wrote:

Factions
they have zero meaning. you can create your agent, log in, and leave your "faction" instantly, and joining a player corp. with a few EP spent, you can drive all 5 colors of robots, and use all weapons with the same efficiency.

first thing that came to my mind here: why not have for all the agents still being in one of the npc-corp a standard standing of at least 3.00 of that faction and a special reward bonus on NIC and tokens (like 50% more NIC and 2 times more tokens) for their missions.
If you leave that starter corp, only your the gained standing of the runned missions will count (may be difficult to implement) - or standing is even set completly to zero (because you are a traitor/deserter) - when leavingbthe starter corp a warning that tells you this should be given.
Just one possible side effect: the higher the standard relation to the starter corp less time/cost needed for production missions - good for new player experience.
Since you are not able to reenter that starter corp, those boni can not be used for advantages in PvP (corp-vs-corp meant here).

That's just asking for gold farmers or people to create unlimited trial accounts.

Re: It's all about the journey?

... I already asked many times to have some trial limitations back or even some new ones (okay not in the last few months because of low playerbase)...

Just for the reward boni itself I belong to the faction of perp-players that like to have some more reward to all missions in general. For me its just plain boring on the one hand, on the other too much to grind to get a sense of success as opportunity player.

To the goldfarmer question: where's the profit for them in a game thats on its lowest playerrrates?
Aside from that, to counter them coming in: The reward boni could be implemented as temporary marketing strategy combined with a new advertisment wave or special offers (at times like perp anniversary, christmas, spring/semester break) instead being a permanent feature.
BUT this suggestion only counts for rewards - the standing doesn't change anything concerning goldfgarmers but like said before will at least help new players (less costs/time needed at facilities -> new player sees "yeah I achieved something", ...)