Depends on where you want to go, and which market you want to go after.

It also depends on the 'problem' you're trying to fix.

This issue is very similar to the discussion about adding PvP to alpha. In both cases, appealing to a specific group introduces changes that force a different group of players to adapt or get out- and make no mistake, the majority will get out.

If PvE is boring or repetitive, more combat is a legitimate option, but it appeals to the 'adrenaline junkie' crowd and bored miners, and pushes away the people who don't want to look over their shoulder all the time.

I don't think anyone will have a problem with more NPCs; the problems occur when you put them in the wrong place. I think there should be several areas where random, roaming NPCs spawn, and I think that certain rare resources should only be found in those areas- there should be a challenge involved in collecting the really good stuff, right?

Weed: "more combat" adds neither depth nor complexity, just more combat.

For more depth, there would be alternative methods- political, economic- of hurting your foe.

For more complexity, you would have to make additional considerations before opening fire on someone: how would it affect your credit rating/alliance/income/relations?

Red's idea of a third zone is a great idea. For that matter, so is PvP on Alpha if real risks are introduced.

Could someone please explain to me how, in a game with unlimited resources, free bots, and free cash, there is "risk" in PvP?

Once again, Wraithbane, you write with a great deal of sense.

I'm not so sure that I agree it's poor business sense, though. Avatar may be too small to handle a complex game- it may be easier and more profitable to keep things small by focusing on one element.

Nevertheless, I'm probably in the minority, but I think that "more combat" is a poor solution to perceived problems. This game shows a lot of potential for depth and complexity, so the choice to cater to a specific type of player is doubly disappointing.

Oh yeah, I remember him! That was funny a couple of years ago.

I'm sorry that you're only capable of thinking of me as a troll; I really am. My point was not to get a reaction from you, but I obviously overestimated. Again, I apologize.

Sorry to get you worked up, Greenleaf, that wasn't my intention. But I realize you're a very frustrated young man who sees the world in a very stunted fashion, so it can't be helped, really.

Anyway, since you are unclear on what "facts" means, and able to ignore the several posts in which I make suggestions about PvP and many other things, I can safely assume that you're the lowest-common denominator type to whom the developers are looking to appeal. In which case, good for you!

Petteri Petraaja wrote:

"Whole bunch of new content" ... sounds good

but..

"between PvP sessions" ... makes PvE sound like it is designed to be something we just halfheartedly do while waiting for the next exciting PvP session.

Yes, I take this as an indication of where the game is headed. It's disappointing news as far as I'm concerned- however, if you can't get your fill of combat, then it's good news for you. hmm

Wraithbane wrote:

Oh well, thats life then. If that happens, I'll see whats involved, and likely(regretfully) move on. Always having to look over ones shoulder gets tiring rather quickly, I just don't have the interest or the energy for that any more.

Yeah, I'm with you on this- if that's the kind of "challenge" I want, I'll buy an XBox or play World of Tanks.

I have to say that it's a serious disappointment to me- I think this game has a lot of potential for depth and complexity, but it looks as if it's rushing towards the lowest common denominator.

Eh, as you said, that's life.

Sorry Annihilator, I wasn't looking for such a reaction.

You're right, the mining game is boring, and so is npc farming. The game is pretty one-dimensional, and that means it gets old quickly.

If you actually view the world with the attitude that I must be afraid of combat simply because I would prefer other things, then what a frustrated young man you must be!

It is clear that when you say "out of reach," you mean that you do not comprehend the direction I would prefer to see the game follow. I'm sorry that makes you angry.

Just for the sake of clarity: what you call an "attitude" is disappointment that the game appears to be going in the direction that EVE went. A "sandbox" should have a rich and complex universe- there should be multiple paths to follow- combat, economic, political, research, industry, etc. There's no reason Perpetuum couldn't have that.

This game has always suffered from comparison to EVE; unfortunately, while the developers could have followed many distinctive directions, it appears that they are rushing to make a clone. EVE is a game for half-wits with spreadsheets; it is very one-dimensional. I'm disappointed that Perpetuum is going in the same direction, I had hopes that it could be more.

I hate to say it guys, because there are some really great ideas here, but I think this is turning into a waste of time:

After reading some in-game chat with GMs, and a few exchanges with devs, it looks like PvP will eventually come to Alpha. I can't say that's official, but that's what the guys in yellow say.

Annihilator wrote:

I think this topic was created to get more input then "give us more PvE content!".
in other words the playerbase screams "give us something to do",
and the Moderator asking "what do you want to do?"

Honestly, to me it's rather obvious: the rather heavy-handed editing, the extremely narrow definition of "PvE" as "Player combats NPC," the uncreative view that "content" is equivalent to "fighting things"- it really should be retitled to "Where else can we add combat?"

Annihilator wrote:

As far as i understand that preview we will get:
- roaming NPC squads
- the first plant seeding gamemechanic (also i heard you wont have to water them)
- eventually random static spawns

Roaming squads? Depends on how they're implemented, but a great way to cut back on industrial-only type players and corps.

The plant seedings are ok, i guess, but seem like a half-hearted attempt at introducing "strategy" into the mix, or just another reason to PvP- water or no, somebody has to protect the garden.

Random spawns? Just like the roaming squads, a great way to force industrial types to spend more time in combat or leave the game.

Eh, turns out the whole point of the thread was just to introduce the idea of more roving NPCs in the next patch.

Oh well.

62

(14 replies, posted in Q & A)

Interesting, a lot less clutter.

Fewer players, or are the big corps absorbing the small ones?

You know, since we're only limiting "PvE" to the narrow definition of "player v. NPC combat," we've never really identified the problems, if there are any, with the current mechanic.

So what is the problem?

  • Are there not enough NPCs?

  • Are the NPCs too easy?

  • Does their connection to spawn points make them too boring?

  • Do they drop poor quality/not enough loot?

  • Are the assignments too similar or boring?

  • Are there not enough assignments?

  • Something else entirely?

Dont do a weed wrote:

Why is it that only direct combat pvp ruins the game but spawn and market competition does not ruin the game for someone?

I never said they did: please reread. What I wrote was that adding PvP to the Alphas will not solve the problem of spawn camping.

Dont do a weed wrote:

Adding pvp risks to camping of alpha spawns does make it worthless because then players have to factor in the now increased chance of financial loss if they lose their ship by staying in a popular high traffic area be it for kernels or resources.

Nice try, but no. Or did you forget that they get free robots? If you have 80K EP in combat extensions, it doesn't matter if you're in an Arkhe or a mech: you'll have no trouble camping spawns.

Dont do a weed wrote:

You are trying to force players to be complacent with the way you want them to play.

I think you need to look up "force"- people are already playing this way, but there's an imbalance between combat and non-combat characters. I'm only suggesting that the rewards be commensurate.

Annihilator wrote:

Final goal must be to remove any static NPC spawn.
...
not the single NPC bot has to act more like a PvP player,
the NPC Factions have to act like a Player corp - with the goal to explore, build, defend and gather.

It's not a bad idea, and would certainly make the environment more dynamic.

The problem I see is that it's another way of forcing the harvesting/industrialist types to play in a way they don't want. In other words, any character that mines must either spend more points in combat extensions and equip their bot with combat gear, or only harvest under the protection of well-armed "shepherds."

Now, this is a fine solution, but I'm certain it will cause a number of players to leave the game. But then, maybe that's what needs to happen- just get rid of industry and research altogether, and let the pew-pew types run amok.

Dont do a weed wrote:

A combat specialized character is not combat specialized if they spend ep on mining and industry skills the same is said for an industry specialized character not being industry specialized if they spend time on weaponry skills.

So, if I spend 50,000 EP on combat extensions, and 5000 EP on industry and harvesting, I'm not combat specialized? If you really believe this, you're splitting hairs.

Dont do a weed wrote:

Pure Combat characters cannot build

Yes, I advocate this for high-level gear, but not basic items.

Dont do a weed wrote:

Pure PvE fit characters can not take down Pure PvP fit characters

This is already true.

Dont do a weed wrote:

Pure PvP fit characters can not take down High Reward NPC's because of the different playstyle

At no time did I ever write this.

Dont do a weed wrote:

Pure Industry characters cannot shoot

This is called reductio ad absurdem, and a really poor move on your part. I never wrote such a thing, and you look like a fool for claiming it.

Dont do a weed wrote:

those are the prices you pay for overspecializing, you end up with a huge weakness if you don't want the huge weakness then you go for a more moderate build.

Exactly like the real world, isn't it? If you specialize, then you can go much further in your chosen field. If you don't specialize, you can do many more things, but none of them as well as a specialist.

Now, please try rereading, and notice I make two points:

  1. Half of this is already in-game: industrialist are unable to use the gear necessary to farm high-level NPCs.

  2. because only half of this is already in game, combat specialists do not have to rely in any way on industrialists: yes, having them around is very convenient, but never necessary.

  3. On the other hand, industrialist characters must rely on combat specialists to provide high-level kernels and items, because they cannot gather them.

Greenleaf wrote:

I dont think you will like my Answer,. but its force. I think a corp/group of this fasion should be killed to extinction, this type of item farming is like a wild fire that needs to be stomped out religiously. Merc takes this role,. hero's take this role,. Vigilanty suicide ganks,. and sadly,..  griefers,...

No. There is no way that adding PvP to Alpha will stop the problem of players camping low-level spawns. The only way to get them to stop is to make it worthless for them to do so.

But even then, let's face it: there's a large portion of the 15-25 year-old crowd whose definition of fun is to ruin the game for others, so even if it costs them, they'll continue to do it. There will always be more gankers than vigilantes.

Force is not an answer, at least not in the way you describe it. The problem is not combat-related, so adding more combat is not a solution.

Ultimately, you are not asking for "force" to stop an abuse; you are asking for the ability to force other players to play the way you want them to play. This has nothing to do with the issue.

Other wrote:

[qWhat I am suggesting is that the PVE side will have no meaningful player interaction, and no meaningful market without a large amount of equipment destruction, both combat pve and industrial pve equipment.

You continue to say this, but it's not an issue. The latest NPCs are quite a handful, and there's plenty of PvP going on already. To say that there's not enough destruction is simply wrong.

If you reduce the rewards from assignments, and increase the drops from both NPC bots and tech, then there will be quite a bit of player interaction, all of it meaningful, just not combat.

Greenleaf wrote:

Sure ,. the devs could nerf the mob,. Nerf the taging of npc targets, etc, etc.. but how is that helping the pve department,? The bottom line is ,. if ya dont mix pve/pvp then the first an most obvious problem is the safe pve gets abused just the same.

This is a good point, but how would adding PvP to the mix solve it?

If you make the low-level drops worthless to advanced characters, not so many of them will camp the spawns.

Dont do a weed wrote:

Ultimately everything the PvE experience is pvp by choice because you are still competing in beating a player to a spawn, a resource, or a sale so granting pve players an immunity because they are not direct combat characters dosen't make a lot of sense to me since they have their way of beating some one and pvpers have their own way of beating someone.

From this perspective, you are right- almost anything you do is some form of competition with another player.

That's not a bad thing in any way- it's what games are all about. But I think what is bothering people here is really two things:

First, of the three playstyles we've been discussing, there are really only two types: combat-specialized players (either PvP or PvE) and industry-specialized players (builders, miners, researchers).

The problem is that one has a clear advantage. That is, the combat-specialized player can do what the others do, but the others cannot do what the combat player does. Consider:

  • as well as being able to engage in combat and harvest high-level kernels, a combat-specialized character can harvest any resource, and may also manufacture or research pretty much anything.

  • industry-specialized characters cannot combat high-level mechs, nor can they be very effective in PvP combat. But in order to improve their trade, they must have the items and kernels that can only come from combat specialists.

As a result, there is a one-sided dependence: combat specialists do not depend on industrial characters, but industrialists must depend on combat specialists: industrial players are completely unnecessary to the game dynamic.

The other issue is that several people have said that the solution to the "problem" is to allow PvP on the alpha islands. This is simply incorrect, because a) the "problem" has nothing to do with the "risks" or "challenges" that industrial characters face, and b) it is a solution that forces combat on non-combat oriented players, which effectively puts them at an even greater disadvantage.

Wraithbane is correct, but a few people are incapable or unwilling to listen: those who most forcefully desire to allow PvP in the Alpha islands are those who want to ruin the game for other people.

  • Adding PvP to the Alphas has nothing to do with 'immersion,' for as I pointed out in a different post, it makes more sense that the Alphas would be combat-free.

  • Adding PvP to the Alphas is a combat-oriented "solution" to a non-combat problem.

The solution to the imbalance is not to provide more combat; it is to provide other forms of competition.

Recognizer wrote:

First post updated.

sorry for the confusion, but Greenleafs assumption is right.
I want to collect mainly Player vs. NPC ideas, which is usually called PvE

Well, I guess updating after 5 pages is better than never... sad

And if that is the case, then where's the thread on industry?

But back to topic:

Personally, I think we should move away from, or at least greatly reduce assignments and assignment rewards. I'm with Annihilator that a lot more loot/tech could come from bot kills; having a 'scavenge' type skill would be another good option.

I want to see less income from all assignments, and fewer assignments in general because it's an unlimited money source. I think that after getting a start from the introductory missions, we should all learn to develop relationships with each other.

We all started as member of the Syndicate, with the goal to gather research data, build infrastructure and transfer the infinite energy from NIA to earth. The backstory als tells that the three factions dont like each other but they all work together for the syndicate for the main goals.

Absolutely! After all, we are supposed to be Corporations, not armies, right? Then let's act like corporations:

  • cap the rewards for megacorp assignments at 5000 NIC.

  • give player corporations the ability to post/offer assignments for items they need instead

  • introduce skillsets that are limited to player types (unlocked by spending a certain value in an extension tree, or killing/mining/crafting certain amounts)

  • require every player and corporation to pay a weekly tribute of credits and/or goods to their sponsor corp- that's why they're here, right?

  • base player/corp advancement (credit line, how much space they can rent, how much territory they can hold) on their market value

P.S. Annihilator, thanks for the watering can, but watching those things is boring as hell already... tongue

Ok, if allowing combat-specialized players to attack my defenseless mining bot is acceptable, then, in the interest of fairness, shouldn't I be allowed to attack them in my chosen arena?

In other words, what do you propose I should be able to do to them economically or politically?

Greenleaf wrote:

/edit : I said core rout,. Not "only"

So? you're still wrong.

Nowhere, in any of the posts in this thread, is the discussion limited to combat with NPC bots. For purposes of this discussion, it has been clear from page one that PvE encompasses more than NPC bots. So let the big kids handle this- you can rage about your need to gank people in the other thread.

Greenleaf wrote:

Man dude,. thats been the core rout of the topic this whole time.. Its no wonder people are traumatized by your grumblings an lack of insight to the issue.. wake up man..

Wow, maaan, harsh, duude. If you honestly believe that the discussion these last few days has only been about NPC bots, if your impotent rage is such that you're able to ignore pages of posts in order to take a cheap shot at me, then I shall go to sleep soundly tonight, content in the knowledge that your seed will provide another generation of people to dig ditches and serve fried chicken to my grandchildren.

Lyghtcrye wrote:

Savin: My comments are only related to PVE, which I interpret as combat vs. npcs primarily. Industry and market solutions are beyond the scope of PVE in my eyes. Industry should have it's own thread, separate from this one, so that good industry ideas do not get overlooked. (I main a prototyper. Economics make or break an MMO in my eyes.)

You make a good point. I think that combat vs. NPC bots is certainly a part of PvE, and to some extent we have all been oversimplifying by ignoring that rather rare creature, the combat-oriented player who only fights NPC bots. Certainly I think that more options should be available to these players- new and different NPC bots implies new and different tech for the rest of us.

But industry can also be considered PvE. True, very little combat is involved, but there are still challenges present in exploration and gathering some of the rarer resources, not to mention the problem of obtaining high-level kernels or items for reverse-engineering.

I agree that we should probably have a separate thread, though, if only to keep all these ideas organized.