1

(159 replies, posted in General discussion)

Strongbad wrote:

Upgrading myself from my lowly bot towards my new Artemis now I find I still can't deal with anything the mobs throw at me, you get torn apart by mobs just outside the starter Alpha zones...

Hello world,

Another thing to consider : don't rush the mech !!
I am farming in a assault bot, and very often I am doing mode damadge that ppl with Mech.
I even farm mechs with my assault ! (ok that a lilltle too long for my linking).

Mechs are slower and have dispertion issue, so stick to assault bots waiting for good skills before jumping into a mech.

Cu in the field

Tereva

Actually dungeons could be interesting.

You can imagine something like this :

/On the map you find a teleporter that move you into a small map (ideally with an underground feeling or -why not- on the moon !), where you have to kill stuffs to get reward.

/The dungeon should not be an instance, everybody finding it should be able to enter.

/The reward could be the npc loot, and/or a cargo to find/hack (like in intrusion).

/To make things a little more interesting, once the dungeon was looted:
    -> it could change location. So you have to find it again.
    -> or dungeon can be only found by artifact hunting.

/You can also make different level dungeon :
    -> lvl1 close to the outpost not moving much for beginner the reward begin basic mods, kernel... And the TP can only TP light bots to avoid guys in Mech raping it.

     -> up to higl level one where you must be a team with hacking modules, ewar...


I don't know how much work this can be to implement, but it looks to me like a great idea to improve PVE content.

Cu on the field

Tereva

3

(6 replies, posted in Open discussion)

Arga wrote:

In case you didn't read the link, this is about building a clock that will run for 10,000 years in the desert, on a hill over looking the space port.

Its supposed to get people thinking about what the future will be like in 10,000 years.

Many people have likened this to the myan calander, where future civilization forgets that's its just for provoking new ideas, and think the end of the world will occur when the clock strikes 12012.

Yeah I did read the link (sound both genius and crazy to me tongue ).
But I have this dungeon thing in mind since some days, so I use the threat to post it, probably not a good idea, you are right.

Will make a new post in feature discussion.

See you in the field


Tereva

4

(8 replies, posted in General discussion)

Hi there,

Yeah ammo cost could be an issue early in the game, especially if you are on trial since you can't see the players' -cheaper- market selling orders.

One tip is to farm your race drone (NOT the generic one). They will drop bullets and race specific ammo. That way you make some money with the plasma and stockpile ammo.

See you on the field

Tereva

5

(6 replies, posted in Open discussion)

Arga wrote:

This is just for general discussion, not a feature request... but if they want to put in a giant iron clock, that would be cool )


Actually it could be a nice new PVE content :


On the map you find a teleporter that move you into a small map (ideally underground of -why not- on the luna !), where you have to kill stuffs to get reward.
The dungeon should not be an instance, everybody finding it should be able to enter.
The reward could be the npc loot, and/or a cargo to find/hack (like in intrusion).

To make things a little more interesting, once the dungeon was looted:
-> it could change location. So you have to find it again
-> or dungeon can be only found by artifact hunting

You can make different level dungeon :
- lvl1 close to the outpost not moving much for beginner the reward begin basic mods, kernel...
- up to higl level one where you must be a team with hacking modules needed



I don't know how much work this can be to implement, but it looks to me like a great idea to improve PVE content.

Cu on the field

Tereva

6

(133 replies, posted in Open discussion)

Hi there,

Other wrote:

Also, does Perp have an equivalent to Eve "Low-sec"?

Yes alpha islands are still 100% safe from PVP'er and griefers.
But you can falg yourself pvp and become fair game.

Beta islands on the other hand are 100% PVP (kind of nul sec in EVE)
So there is no low-sec here.


Other wrote:

Seems like when i was here last it was all blobs on Beta and risk free grind on Alpha.  Has that changed?

Territory size has doubled since the 1rst extension so there is room in beta if you are a little smart. But of course when you get spotted in enemy territory, they will try their best to take you down and you can find with 5 to 10 ppl on your back ( actually I find trying to escape a large group pretty fun, but it's for me).
Now it's up to u to decide if a group of 10 is a blob or not.


See you on the field

Tereva

This was effectively awesome.
Thanks a lot to Mara and all the guys helping in making this tournament a fun event.


Some questions / comment :

What I find very good :
/Limiting to light and T1 mods sounds very great to me.
/Making a newcommers / beginners group is great too (no fun for new players to get eaten alive in 10 sec by much more experienced agents)
/Round arena with places around for watching


What I find not as good :
/The floor of the arena is totaly flat. I would like some slopes where u can escape hostile fire. Perhaps more pillar can do the trick.
A little bigger arena could be nice too, so a quick long range bot has a chance to outrun the close range bots rushing him.
The idea is to add compexity in the fighting space so strategy become more critical.

Some plants would be great too, but of course they won't last.

What I don't understand :
/Why asking for different bot colors ?

Some suggestion :
/Filming the fights, make a compilation and posting the video on youtube will help promoting the event and - more improtantly at this stage - the game itself.
Of course this is more easily said that done !


thx again for your time.

Tereva

DEV Calvin wrote:

While I think the EP redistribution can actually add variety and color to the game, I agree that the characters' persistence need to be kept. To actually modify the system however requires extreme foresight, time and effort. It is on our task list however.

Thank for the answer.
Good to know this is on the to do list, since like MoBios and some others, I believe that be able to change identify easily will encourage foul play.

I mean if some want / like to play tough this is their choice (we are playing a sandbox after all), but I think it's better if they have to live with the consequences.

Tereva

Who talked about infinite free minerals ?
Farming bots to salvage mods is as good a strategy as mining imo (and it's nothing free or 'infinite').


But again, the real issue is that you don't know that before you spend EP !
Common sense make you expect a much better mat ratio.

Perhaps the game is better balanced that way, but i would have spend my EP elsewhere if I had known that.

The game could definitively helps some doc (and I know doc is boring to write...).

Take care

Tereva

Hi down there,

I have recycling at level 9 (and Hight grade recycling at level 5).
In a recycling level 2 plant I only got a material ratio of 43%.

To me this is a very low ratio for a level 9 skill !
I was expecting to reach about 80% (like you can have with refining).

I feel a little cheated here, since there is no way to know you will get this low ratio without spending EP first.
IMHO 43% for a level 9, is not worth the EP.

I don't know why the ratio is so low. Perhaps there is a good reason (I would love to know it tongue ), but common sense would say a level 9 skill should give a a much better material ratio.

Any insight welcome.

Take care

Tereva