BizzyBeast wrote:1) Game will fall by the wayside slowly but surely if changes arent make, like (but not limited to)
- Collision detection. Robots that ghost through each other.. Are you kidding me.
Adding collision means a lot more data travelling through the server. Not impossible, sure, but they wanted to keep bandwidth usage down to keep sub prices down.
It also has huge potential for griefing in this game if not handled properly. Have a group of 6 people stand in a circle around the noob spawn point and they cant do anything about it. Would have to have some sort of "push" mechanism and not true collision so you could go through people but it would be very difficult to stack people on top of eachother.
If zergs cannot be managed by other means, this would be the next logical step.
- Anti-zerg. Currently numbers is just a valid way to steamroll PvP. Considering only a single resource (which is steadily available on market for not too inflated prices) is the reason to be in PvP areas... Zerging becomes a norm. Then to counter everyone always brings more. "Why you have so many?" "We thought you had more!". Derp, endless cycle. Needs balancing if the game is to survive passed a few monthes.
Things are supposedly in the works to start dealing with this. Lets just wait and see what we get and how well it can deal with zergs. EvE grew but never got rid of zerg tactics, but I would be saddened to see this game head in the same direction.
- Removal of trick skills that attempt to goad new players into buying new accounts after making unchangable mistakes. Who uses machine guns after starter bots? Why is it even a skill?
Fair enough. Adding EP deletion cost was a rash decision to remedy the problem, but by far from the best choice. There also needs to be more help thrown at you at the start that you can choose to ignore or not. Yes, theres a wealth of knowledge in the help files and forums, but for a noob its hard to sift through properly.
- Respec for newer players so they dont just quit the game after such mistakes are made, like most do.
I've already recommended a 1/2 week grace period for an account where you can respec once (maybe unlimited but that could have issues) during. After that period you're on your own, regardless if you make new characters.
- Reasons to PvP. Like customizing outposts and having meaningful influence over the beta islands.
Currently you cant blow anything up but bots, so running away when you are assured to lose if you engage just favors being cautious. Everyone has done it, and unless both sides feel they can at least do some damage to their enemy there likely wont be a fight.
Hopefully we wont have to wait too long before player built structures are in the game. At that point, if you dont pvp you will get you buildings blown the f*ck up, so being a coward on beta wont be an option. You will probably have defenses to make protecting your home easier, but if you just run and hide you'll probably start losing your sh*t quickly.
We also just need more pvp islands in general. The 3 we have is not nearly enough room. They wanted to keep it smaller because of the population, but when a small group of corps can essentially own 1/3 of the pvp land mass, there needs to be more. If theres more beta room to get "lost" in, the smaller guys are more likely to venture out and try to make a home there.
We dont need to be crammed together to ensure pvp. If theres a presence out there that is growing and threatening your way of life, you will travel to find them and try to stop them even if theres 2 empty islands between the two of you.
I am
Perpetuum's Most Dangerous Agent and an
equal opportunity troll.
->
You just lost The Game <-
"Perpetuum sounds like a something I would stick up my *** for enjoyement." -Kaito Kurusaki