26 (edited by Burial 2013-09-08 16:06:36)

Re: MK3

You didn't read my post at all right.. ?

Re: MK3

Burial wrote:

You didn't read my post at all right.. ?

I did in full!

28 (edited by Burial 2013-09-08 16:10:57)

Re: MK3

Doubt it, otherwise you wouldn't think I want them to only be available to Gamma people.

Beta would be the only place where you could actually FARM them. Artifact part could be changed so you have chance to get them on Beta too. 3-stripe star beacons themselves are rare, and not locked to any island types.

I stopped reading after that.

29 (edited by Inspiration 2013-09-08 16:21:38)

Re: MK3

Burial wrote:

Doubt it, otherwise you wouldn't think I want them to only be available to Gamma people.

Beta would be the only place where you could actually FARM them. Artifact part could be changed so you have chance to get them on Beta too. 3-stripe star beacons themselves are rare, and not locked to any island types.

I stopped reading after that.


You wrote (in case you forgot):

In an attept to attract even more attention to Beta islands, we figured best is to make MK3 Cortexes a rare drop from Beta Rank 5 NPCs and Beta Observers. We figured best is to not limit them to only beta and add them to 3-stripe Star Beacon loot tables too. The main point is that they should be very rare in all the cases.
MK3 CT-s should be acquirable as a rare drop from Beta NPCs and from Artifacting on Gammas. Again, they should be very rare!

If you had read my post and it consists of several aspects, not just the one you replied to, you would see my reasoning. Observers on gamma are farm-able and unless i am mistaken (always possible), they would be a good source for those beacons that ultimately drop the CT.

I also gave feedback on other aspects then availability. But you just can't take it and stop reading after a few lines just so you can post your reply without any content in it?

30 (edited by Burial 2013-09-08 18:03:21)

Re: MK3

Observers are a poor choice if you have 3-stripe star beacons in mind since they are not easy to farm by nature and have poor droprates for those beacons. Best would be to either get star beacons from SAP loot or farm tokens and then beacons. (Notice that Beta is heavily involved here!)

Basically what I got from your post was that you understood as the MK3-s would mostly be available to people on gamma since you wrote "Something being rare should not mean finding it is confined to areas under control of a very small amount of people, that will just unbalance things more. Specifically gamma, ..."

The main focus is actually to make it available mostly from Beta interactions while avoiding Beta exlusivity by adding small chance to get them from Gamma loot-tables.

Inspiration wrote:

I think adding glass cannons just ads a ton of scenarios that scream exploit. It also promote blob fights where one side is sure to win regardless of tank and throw out possible interesting fights and tactics.

I disagree here. If MK3s and tanked MK2-s were to fight, my money would be on the MK2s to win, even if they would have smaller numbers. Remember that the MK3s have both smaller accumulator pool AND armor not to mention less slots. You have to remember that you are sacrificing big portion of your bot for a ~20-25% damage gain. MK3's are built in a way that makes them not superior to MK2s.

Inspiration wrote:

For PVE the whole proposal is bad, spawns that need little tank are so easy, the firepower would go to waste. And those that are hard, require the tank. A reverse proposal might work for PVE tho, more tank, less damage. Allowing players with less accounts then me to take on harder spawns, be it more time consuming.

It all comes down to the nature of how you farm. For example, me sitting on an Alpha Rank 4 spawn or beacon pit could surely use more DPS while sacrificing tank. It adds slightly more risk to the farming, which is good.

Inspiration wrote:

A better idea would be to make mk3 speed and range specialists (detection + lock + optimal) with moderate dps, mediocre tank and very easily jammed and hurt by interference (to force use of more terrain in groups). Speed always gives nice tactics and range offers even more. My side intention with this is to make gamma bases that are bad or not defended easier to dispose off to make room for others.

The bots themselves are not that big and important part of the suggestion since the real focus is set on providing more content to the vets while also buffing some vital aspects that should need some more attention(beta islands, artifacting etc).

We chose the DPS route because everyone can benefit from it. If you add bots to the game that don't cater to the PVE and PVP crowds both, it's not very well thought out imo.

Basically about the roles suggestion you and Sundial are having:
I feel the roles should be made available to bots by creative minds of players and actual fitting. Bots should just be blank canvases and not restrict certain bots to certain roles.

Re: MK3

First, thank you for the meaningful reply.

We disagree on some things here, and that is fine, lets see what else for feedback comes our way smile.

As for some current practices, I kind of dislike the ability for beacon pits trough terraforming and see it as an exploit. The reasoning behind this is that beacon difficulty cannot be balanced with both alpha, beta and gamma in mind at the same time. In order for them to be useful on alpha, they must be ridiculous easy on gamma in pits. A feature enhanced by higher dps mk3 bots. It doesn't really add risk in this setting but does makes the farming quicker. A solution would be to have the "teleport in" process work differently on gamma. Like bots teleporting at random locations in a range of 150m from the beacon. I certainly would not use the pits as a norm or basis for any balancing decision...balancing around "exploits" is ...bad?

As for bots being a clean slate, I think you underestimate how limited the options are given the slot layouts. It is not like in EVE where we have more slots and multiple modules doing the same thing, but with different fitting requirements. And even there they re balanced ships to become more role specialized. Granted eve has tons more ships then perp has bots. The most easy way to correct that is to have different role specific configurations of existing bots as that requires next to zero work.

32 (edited by Burial 2013-09-08 17:47:46)

Re: MK3

Problem with beacons is, if you were to get it for free(if they would have no value basically) then doing them everywhere regardless of the efficiency would be worth it. Right now, naturally best is to run them on Gammas and second best are some natural beacon pits that have formed on Betas. That makes gamma players dictate the price and puts Alpha players to the situation of either supplying the beacons for the people that are willing to pay more or do them themselves with less efficiency. I don't think it's nessecarily bad since everyone benefits from that relationship if they pick the right option.

(Just adding that they actually nerfed the explosion damage effect of beacons quite a lot with the last beacon update so that could put Alpha back on the map with beacons.)

Either way, this sounds like a discussion for some other thread because 3-stripe Star beacons would probably be only supplying a really small amount(10%?) comparing to Betas, given that Beta islands attract enough reasons to go and live there/farm them.

About the items, I partly agree too. There should be some more options in that regard.. but that's something that can hopefully be added in the future. When I first started playing Perpetuum, I felt the MK2s were done wrong too and they should have followed the EVE principle of just giving roles to the bots. Years later I've started to enjoy the blank canvas state of those bots. You can use your creativity and play around with fits.. if only there were more module slots on all of the bots and less restrictions with item placement.

Another suggestion about the MK3-s: Make them all with 100/100 detection and masking, making them both capable detectors and capable maskers. Just not the best. tongue

33 (edited by Xadhoom 2013-09-08 21:02:13)

Re: MK3

Instead of higher damage, make it the same damage and add 2 more gun slots, extra head and leg slot, adjust reastor and cpu, speed and same slope as heavies. Then ADD a damage bonus to structures, CT should only come from Star Beacon 3strip, or even maybe lvl 7 or lvl 8 mission reward, or put it in the syndicate market.

better yet, bring out Large guns with this bot.


Or scrap the whole thing and bring out Siege bot, bonus to damage structure extra range, and damage nerf to npc and players.

2nd Top Killer 2012
02: 061 -- 353 -- 292 : Xadhoom


"Annihilator no fix for crashes when fighting burial/merkle/xadhoom ?"

34 (edited by Burial 2013-09-08 22:33:32)

Re: MK3

Gun slots mean more work on the mesh meaning more work in art department. Not sure exactly how hard would be adding 2 more turrets to Kain but it sounds a lot harder than just new texture, not to mention you get a new light, assault, mech and hmech bots per faction.

Either way Xadhoom, the whole purpose behind this idea was to make it as easy as possible to implement while keeping the bots general usability high and embed the production deeply to beta and gamma. We already know they can change textures because they did it with prototype bots. Siege bots mean new models and thats something I know they can't do right now.

Re: MK3

Any other thoughts?

36 (edited by Celebro 2013-09-11 15:03:20)

Re: MK3

Burial wrote:

Any other thoughts?


Yes do something they have been working for ages, Hybrid robots, something new like mk3 with high damage will make it too OP for PVE and to balance it might take longer than the actual development.

Other things, is find a work around for bigger robots larger that a single tile.

RIP PERPETUUM

37 (edited by Tux 2013-09-13 16:33:44)

Re: MK3

The Devs should just forget about making multi tile bots im sure it going to cause more problems than its worth. They can make a bot as big as they want (size of T3 Terminal or larger) and make it consume only one tile, they already showed they could do this (to a limited extent) with the scarab. Larger bots only need to be classed as Glider or "Hover" bots for them to " fit in logically"

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.

Re: MK3

Tux wrote:

The Devs should just forget about making multi tile bots im sure it going to cause more problems than its worth. They can make a bot as big as they want (size of T3 Terminal or larger) and make it consume only one tile, they already showed they could do this (to a limited extent) with the scarab. Larger bots only need to be classed as Glider or "Hover" bots for them to " fit in logically"

They could do it with the scarab because it glides , legged bots , I am not sure they can atm, hell yeah bring more gliders small and big. Large siege bots should attract many more players old and new. Mech game as this is, should make you feel big, it fails at that, the perspective is out of whack too.

RIP PERPETUUM

Re: MK3

The bad thing with gliders is they need new models. I would love glider combat bots though!

Re: MK3

It just occurred to me that a very old idea of mine, once voiced on IRC to a dev, might come in handy here. If one would like me, have Mk3 be specialists for either range or siege, then anything you do will cause balancing issues with existing roles. Like NPC farming or regular PVP.

A solution is to introduce a new type of siege weapon, that does focus on delivering a new damage type (phasing, whatever) at long range. Now allow those weapons only to fit into specialized slots and only allow them on Mk3 versions of bots.

This way you can balance very specifically their role in taking down structures from range. Either by manipulating the damage/range stats of the weapon/ammo or the defense of structures against that specific damage type.

Re: MK3

i would like to see some kind of weapon that does some terraforming damage smile

42

Re: MK3

Celebro wrote:
Tux wrote:

The Devs should just forget about making multi tile bots im sure it going to cause more problems than its worth. They can make a bot as big as they want (size of T3 Terminal or larger) and make it consume only one tile, they already showed they could do this (to a limited extent) with the scarab. Larger bots only need to be classed as Glider or "Hover" bots for them to " fit in logically"

They could do it with the scarab because it glides , legged bots , I am not sure they can atm, hell yeah bring more gliders small and big. Large siege bots should attract many more players old and new. Mech game as this is, should make you feel big, it fails at that, the perspective is out of whack too.

The legs being on different tiles is a visual effect ... the coding of the 2/4/6/8 legged "multi" tile bot can still be centered over one tile. .. its really not that hard to do many games have done it.. there is no reason to try to make it harder than it needs to be by trying to "break" the game engine and cram multi tile robots into it.

"break" as in trying to do something you are ill equipped to do.

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.

Re: MK3

There are 2 issues with robots spanning multiple tiles:

1. The current animation system simply takes the center tile's slope and matches the robots orientation to it. If a robot would be larger than a tile, parts of it would clip into buildings/decor/terrain on adjacent tiles or its legs would float in mid-air next to a ledge or be crazy twisted. (Obviously the latter wouldn't be a problem for hovering robots.)

2. The combat and targeting system works point to point. A robot as large as a base could basically take cover behind a small tree.

Neither issue is game-breaking from a pure mechanics standpoint, it's just immersion-breaking.

44 (edited by Merkle 2013-10-01 19:17:56)

Re: MK3

Dev Zoom, we dont care what the issues are, we just want them to be fixed and in the game.

No need to break anything, just work the problem, and fix the dam issue.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
Top  Killer 2012  - 01: 027 -- 472 -- 445 : Merkle

Scarab Kill Count - 13

Re: MK3

Merkle: I don't think you understood my post. "Fixing" this would basically mean to abandon the whole tile-based terrain and point-type target system and put something completely different into their place. And both are esentially the foundation which the game is currently built on. We can only work around it, the only question is how ugly it would be.

Re: MK3

I do apologize for being a bit harsh however, this is something that will fundamentally change what can be done in game.  This IS a game changer, if it can be figured out how it can be done. 

If that is what it takes, then start moving to that end.  Begin to think of ways to rework the system to the goal at hand. 

With that being said I fully understand that I have zero, not a clue, how much work that will be, and I am quite sure it will be quite a bit of work.  It still doesn't mean it shouldn't be done.

A suggestion, no idea if it could even work, is to make the tiles smaller so that instead of one tile the current bots stand on, its a collection of tiles.  EI 1 tile is split into 4 tiles.  You can then go down to any size you want 1 tile into 50 tiles ect ect. 

I dont care how its done, just make it happen in a relistic way.  That isn't just a band-aid that you have to keep ripping off every time something changes.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
Top  Killer 2012  - 01: 027 -- 472 -- 445 : Merkle

Scarab Kill Count - 13

47

Re: MK3

DEV Zoom wrote:

There are 2 issues with robots spanning multiple tiles:

1. The current animation system simply takes the center tile's slope and matches the robots orientation to it. If a robot would be larger than a tile, parts of it would clip into buildings/decor/terrain on adjacent tiles or its legs would float in mid-air next to a ledge or be crazy twisted. (Obviously the latter wouldn't be a problem for hovering robots.)

2. The combat and targeting system works point to point. A robot as large as a base could basically take cover behind a small tree.

Neither issue is game-breaking from a pure mechanics standpoint, it's just immersion-breaking.

1. Honestly I have not see 1 game on the market where you cant stand next to a wall and not have some part of your avatar/vehicle/robot/ship be partially in the wall, or blocked out in some way. I and (I think the Perpetuum community will agree ) others think content is more important than "immersion" ... hell plasma is nothing more than in game currency and it was brought to the game to "power earth" I think the immersion when out the window a long time ago. I usually ask DEV's to try to stick to lore as much as they can .. but when it gets in the way of progress on the game I really dot care about the lore.

I can already stand on the edge of a cliff in legged bot and the legs freak out .. is it bad .. no I could care less because it doesn't have anything to do with game play and mechanics.

point = if it works mechanically then bring it on.   


2. I understand point to point targeting ... but like turrets (they are TALL enough to not be able to hide behind small trees) there can be adjustments made to models to make them work. because you guys are already able to center the target point of robots and structures in game ABOVE tile level so if you have a large model just make the target center higher on the model, turrets are shot at the top .. maybe its head ?????

point = mechanics are already in game to make this work ... no need to add additional targeting system mechanics in order to make larger bots work.

Tux ~ Kill the messenger, he was part of it all along.
Euripides ~ Ten soldiers wisely led will beat a hundred without a head.
Bertrand Russell ~ War does not determine who is right - only who is left.

Re: MK3

Tux wrote:
DEV Zoom wrote:

There are 2 issues with robots spanning multiple tiles:

1. The current animation system simply takes the center tile's slope and matches the robots orientation to it. If a robot would be larger than a tile, parts of it would clip into buildings/decor/terrain on adjacent tiles or its legs would float in mid-air next to a ledge or be crazy twisted. (Obviously the latter wouldn't be a problem for hovering robots.)

2. The combat and targeting system works point to point. A robot as large as a base could basically take cover behind a small tree.

Neither issue is game-breaking from a pure mechanics standpoint, it's just immersion-breaking.

1. Honestly I have not see 1 game on the market where you cant stand next to a wall and not have some part of your avatar/vehicle/robot/ship be partially in the wall, or blocked out in some way. I and (I think the Perpetuum community will agree ) others think content is more important than "immersion" ... hell plasma is nothing more than in game currency and it was brought to the game to "power earth" I think the immersion when out the window a long time ago. I usually ask DEV's to try to stick to lore as much as they can .. but when it gets in the way of progress on the game I really dot care about the lore.

I can already stand on the edge of a cliff in legged bot and the legs freak out .. is it bad .. no I could care less because it doesn't have anything to do with game play and mechanics.

point = if it works mechanically then bring it on.   


2. I understand point to point targeting ... but like turrets (they are TALL enough to not be able to hide behind small trees) there can be adjustments made to models to make them work. because you guys are already able to center the target point of robots and structures in game ABOVE tile level so if you have a large model just make the target center higher on the model, turrets are shot at the top .. maybe its head ?????

point = mechanics are already in game to make this work ... no need to add additional targeting system mechanics in order to make larger bots work.

I have to agree here, creating a greater diversity in bots and more end game content/goals for players is probably way more important for most players than having a 100% realistic and graphically correct visualisation of hitboxes and the robot models interface towards the surroundings etc.
Sure taking it to the extreme, making bots the size of an outpost is pushing it, but if there was a super hauler five times the size of a scarab, and it was able to hide behind a tree, I dont think many would complain. smile

Re: MK3

Yeah we'll probably go ahead and do them anyway once we get around it, I just wanted to note that there is no engine or similar limit that doesn't allow us to do robots bigger than a tile.

Re: MK3

I would also like to point out, no matter how big of hauler that can be thought up.  Someone some where will ***, and complain that it is too small, and they want a bigger one.

The Gifter
Top  Killer 2013  - 01: 334 -- 17 -- 317  : Merkle
Top  Killer 2012  - 01: 027 -- 472 -- 445 : Merkle

Scarab Kill Count - 13