Okay, let's try an experiment. I will agree to allowing players to attack anyone, anywhere, but with the following changes.

First, in order to make sure we maintain 'immersion,' let's all agree that our characters exist solely in order to exploit the planet's resources and bring a profit to our mega-corporate sponsors.

Now, for the changes:

1. The "C" in NIC stands for credit: every player and corporation's NIC holdings represent a line of credit offered by the parent corporation. The parent corporation reserves the right to limit, expand, decrease, or freeze these lines of credit at any time it chooses.

2. Because the Alpha islands are considered to be 'truce' territories under the equal control of the parent corporations, any violation of that truce will be seen as a) a violation of treaty, and b) a direct threat to the profitability of the operation.

3. Characters are free to attack any other character at the time and place of their choosing, including the Alpha islands. However, any hostile action taking place on Alpha will be considered a treaty violation. Beta and Gamma islands are not covered by the treaty and therefore remain free of restriction.

4. Characters in violation of treaty will have their credit frozen for 72 hours: they may not make purchases from the central market, they may not purchase extensions which require NIC, nor will they receive any NIC reward from assignments. Further violations of treaty will cause the 72-hour period to be reset to the time of the latest violation.

5. If a character who violates treaty belongs to a corporation, that corporation must pay a fine valued at 15% of the corporation's total holdings, determined by market value. Additional violations will result in additional fines.

6. If a character violates treaty, any insurance contracts in force at that time are void. Mech owners will not be reimbursed if their machine is destroyed in any action that violates the treaty.

Now, that's just a start, but it still favors the ganker. Nevertheless, I'd be willing to consider it. Care to hear what I'd consider REAL risk?

Yes, I've played EVE. I left because it was completely one dimensional, and I see that same thing happening here: players are rushing to the lowest common denominator style of play. Maybe that's the game's fault, bu I think it's really our -the players'- fault. Too many people decided it was EVE on wheels, and rushed to establish the same status quo.

The problem I see in this thread is similarly one-dimensional: people love to say 'sandbox' and 'risk-taking' and 'challenge,' but they're really only talking about one thing: combat. And the majority of the time, it's combat on their terms only: angry kid wants to grief people.

This game has nothing that approaches real risk: lose a robot, so what? Here's another. Want a better one? No problem, just turn on the free money faucet. Corp lost a fight? Eh, nothing's changed anyway, we have a hundred more bots in the garage.

And now, into this environment, some very short-sighted people want to introduce choiceless PvP, claiming that it will introduce "risk-taking." Nonsense: the risk should be shouldered by the player who wants to attack, not by the player who chooses to harvest.

Now, certainly, any kind of progression should require a measure of challenge- if I don't want to face that challenge, that should be my choice. But if I want to move on to bigger and better things, then I should be prepared to pay the price.

But why do those risks have to be combat-related? The answer is that they don't, but a few single-minded people can't imagine anything else.

In other words, I want to see real risk-taking, and that's not introduced by allowing people to gank each other.

What if the money faucet went away, and you had to take assignments from other players or player-run corps? What if your ability to fight depended on your economic status? What if your corp had to pay rent to keep those hundred bots in the garage? What if losing an outpost meant you lost 30% of your credit line?

I want to see more challenges, more kinds of risk, greater complexity. I want to see economic warfare, and real diplomacy. If I want to spend all day mining titan ore without being bothered, I should be able to do so. But if I want to get the better ores and the higher tech, I'll need to find a way to meet the challenges: maybe spend more EP in combat extensions, and gear my bot differently, or join a corp that will keep attackers out of range, or hire mercenaries to farm kernels for me.

In short: real challenges and real risk will never come about from allowing players to gank people on alpha. Real challenges and real risk will only come about from introducing more depth in more non-combat areas.

Wraithbane wrote:

But the motivations of a player in a combat bot, that wants to be able to attack miners, and haulers I leave as an exercise to the reader... ^^

This is precisely the issue that our 'experts' fail to see, but that should come as no surprise, because it is the goal that drives them. It's fine to argue about how this or that works "in theory," or that although it has never worked, it still can "if you do it right." The problem is not the code, it's the players. People who really know about systems realize this: no matter how well the system is designed, someone or something will come along to test, break, or abuse it.

Wraithbane wrote:

Those who seek a real FFA full loot "sandbox" would be better served to try a gankfest game like Darkfall or Mortal Online. Both of which have completely niched themselves because of their exclusive pandering to the PvP crowd.  I'm hoping the Perpetuum Dev's will not make that mistake.

It's sad that "sandbox" has come to be synonymous with ganking, but at the same time, it reinforces the main point here. If you give gamers the freedom to do as they please, they almost immediately try to deny other players that same freedom.

Baske wrote:

3 months old, yes, but recklessly stealing from CCP's 8 years of hard work.

So?

Why reinvent the wheel? If CCP has produced something that works, why not borrow from that and focus on introducing other innovations?

Perpetuum has a lot of potential; here's hoping it continues to grow.

Jelan wrote:
Savin wrote:
Jelan wrote:

You'd have an unstoppable beast!

Yes, it would pleasure itself, stopping long enough only to post about its 'victories' and claim that it was the premier onanist on the server, and then use those posts as an object for further self-love.

- cross it with Stunt, and those posts would contain video.

- cross it with Glimpse, and nobody would care.

-cross it with Savin and we'd have a narcissist... Oh wait!

good one big_smile

"Perpetuum is a new sci-fi MMORPG that revolves around mankind struggling for power on the distant planet of Nia inhabited by robotic lifeforms.

Its main features are a persistent, unsharded game world, fully customizable mechs and robots with hundreds of equipment items, open-world PvP and missions, player-controlled economy, extensive crafting and industry, dynamically changing environment and much more."

I should have qualified my statement- PvP on alpha, as described by some posters, is not a legitimate solution.

Moreover, consider Wraithbane's excellent point: introducing that kind of PvP puts the developers in a loop as they constantly try to 'fix' whatever the latest abuse some griefer has found. I'd rather have them focused on new content.

Personally, I don't care what makes or doesn't make a game a true sandbox; it seems like needless hairsplitting. I do care about a growing, complex game universe- I left EVE a long time ago from sheer boredom because to me, the economy, the corps, the combat, the griefers were all one-dimensional and predictable.

So if PvE players never have to PvP, and PvP players never have to PvE, that's perfectly fine so long as it keeps them both playing.

And if, somehow, the playstyles of PvPers and PvEers can be connected in a mutually reliable and profitable manner, so much the better.

Other wrote:

If robots and equipment aren't lost on a large scale then, from creation to destruction, you've cut manufacturers out of the life cycle of the currency.

Of course, but I don't think any of these ideas reduces the amount of combat- Wraithbane's idea of outpost defense against NPC attacks should actually increase it.

Similarly, if the benefits of owning an outpost were increased, I think there would be even more competition for them.

And finally, of course, continuing to introduce NPC bots with higher levels of tech will ensure more destruction.

Oh, it doesn't matter to me at all. But you're right that combat must be a large portion of the game.

The issue at hand is more about who decides who gets blown up- we've seen several people, obviously PvP oriented, who want to be able to attack anyone, anywhere. That's fine, if that's what you're going for- but if that's the case, cut out the middle-man, get rid of industry and harvesting, and make the game an FPS. Or, make it Starcraft, where NPCs do all the industrial stuff- because very few PvE players will stick around for that.

In other words, extending PvP to the alphas is not a legitimate solution.

Again, you can get around the problem by continuing to introduce tech based on NPC drops, and unique high-level resources that are only available to PvPers. The high demand for both should ensure plenty of combat for those so inclined.

Other wrote:

It's a double edged sword if you think about it for Alpha island manufacturers.  Currently the major Beta island corps are mostly self sufficient.  If there's never any reason to replace a destroyed Riveler then the only people you are building for are new players and combat pve players (who lose gear at a much lower rate than pvpers).

In the end you'll have price deflation and no reason to manufacture for sale on the market.

This is a very good point, Other, and it needs to be kept in mind.

I think you could introduce some sinks without much trouble. For example, what if any corp that held an outpost had to pay tribute or rent to the mega-corp back home? Every week, they would need to send home X units of resources or tech; if they did not, the landlord would shut off the lights, or evict them.

Of course, to be fair, the benefits of owning an outpost should be increased as well - but those benefits must be tied to economic PvP: only a PvP corp could provide the resources, but only a PvEer could use them.

Wraithbane wrote:

That would go over with the PvP types, just about as well as some of the proposed "solutions" for the Alphas have with the PvE crowd.  But you know, I've not seen many, if any of the PvE crowd proposing such a "solution"... Once again, I question the motivation of those who want to inflict PvP on those who have no interest in it.

Once again, a very insightful observation.

I've heard arguments from 'immersion' to 'artificial distinction' to 'real sandbox,' and they all amount to the same thing: some people are very frustrated by the fact that they cannot ruin the game for others.

Maybe that's what those of us who prefer PvE should do? Let's start demanding that we have the ability to force the PvPers to do what we want- maybe if we took this approach, we'd find a happy medium.

Wraithbane wrote:

Just what is this "PvE problem"?  The fact that people can go about their business un attacked on the Alpha's? That's only a "problem" for those who want to be able to attack miners and haulers, and everyone else who doesn't choose to go over to the Betas.

H.L. Mencken is credited with saying "Puritans are people who are haunted by the fear that someone, somewhere, is having fun."

Ever notice the similarity?

Other wrote:

Really, if you think about it, in realistic terms, how reasonable is it to have a tenth of your corp playing a support role in combat operations?  In a realistic setting you would have ten times the support personnel than actual combatants.

This would go a long way in solving the problem of 85% of the population hanging out on Alpha islands.  Currently there's no need for em on Beta.

Absolutely: no army in history has been self-sufficient, and this has become even more obvious as technology advances. Why not make the in-game relationship reflect this: PvPers should be crippled without PvE support, and PvEers should be able to do only the basics without PvP support.

Other wrote:

That's the point of nerfing a pure pvp player's ability to farm drops and gather resources.  With an income level that doesn't come anywhere near supporting their pvp habit pvpers will be forced into a symbiotic relationship with industrialists.

Or... They could always start several accounts so they can spend forty hours a week doing something they hate to support a few hours of pvp time.

Exactly! There's no problem with corps hiring or recruiting dedicated industrialists- that's the idea. My point is that they should be necessary: not as alts, but either as highly specialized corp members, or as trade partners.

Other wrote:

With no risk and no destruction of the bots and equipment of the 85% of the player base that will likely hang out in Alpha areas (based on Eve statistics) you have a permanently broken market.  Especially with fully tradeable items (no BOE or BOP).

A broken market equals a broken game when it comes to sandbox MMOs.   Or should this game end up being the gear grind that WoW is?  The problem you have with a gear grind game and time based skill progression, with no hard cap, is that new players will never be able to play at the same level as the more experienced players.

Other, as you mentioned in  a different post, the 'broken' market could be addressed through a combination of more economic competition and greater interdependence between crafters and fighters.

What do you think about Wraithbane's idea of outpost defense, and the various resources it would require? It sounds like a good solution to me, as it would provide a sink rather than lead to a gear grind. I think it could also be flexible enough to cater to large and small corporations.

Wraithbane wrote:

Well, first off, as I mentioned in another thread, make the out posts mean something more than they currently do. Make them literally fortresses that need to be defended, expanded and maintained against the robotic clans attacks.  The expansion and up keep would involve the crafter/industrial types. The defense would require combat specialists.

I really like this idea- there should be greater rewards (and greater costs) for holding outposts. More importantly, as you say, holding should require more than simple firepower.

What if there were unique nodes, say, like a geyser that produced unique chemicals or gasses, that produced one unit for every minute that someone held the outpost? Having it occur automatically would allow combat-focused players to spend their time doing what they wanted, rather than force them to mine.

Wraithbane wrote:

They would have ascending classes(just like bots) with each class having more weapons emplacements, defense shields and other such installation mods.   Once out of the basic out post class, they would have teleporters to allow for reinforcement when they come under attack by the robotic clans(and also access by the crafter/industrial types).

Expanding and maintaining the fortress system would become literally a game within the game itself.

Excellent ideas as well. The only problem I see right now is that the NPC attacks would have to be somewhat predicatble- it doesn't seem fair to ask a corp to defend when most of its members are asleep.


Wraithbane wrote:

Given the on going shadow war between the member corps of the Syndicate(assassins, "regime change" and other such games) on home world, their main focus is on continued access to the resources that are necessary for their continued power. Thus anything and anyone who might interfere with that access is *not* to be tolerated(its just about the only thing that all of the giga corps agree upon).

This is something that really hasn't been developed, and could easily be tied to the outpost system. Aren't we all supposed to be here for the purpose of exploiting resources? If that's the case, then shouldn't we be required to pay "rent" or "tribute" to the mega-corps back home? What if part of maintaining an outpost required a weekly tribute of resources to the mother companies? It doesn't matter how they were obtained- loot, harvested, or bought- so long as they are sent home on schedule. And if you can't make this week's rent? You're out of the outpost, or your credit line is closed down and you have a week's notice.

Other wrote:

If the skill sets required to play the industrialist/economic side of the game were more EP intensive and pvpers had no prayer of manufacturing their own equipment without the help of specialized industrialists then pvp corps would by necessity need the other players to be viable.

I think this is one option, but I'm not sure it should be all manufacturing or that it should come through EP. Maybe if only the very high quality goods, the ones in high demand, could be made by characters that had already manufactured a certain number of things, say 1000 assault bots, or 1 million missiles (these numbers are just for example).

The same could go for mining- certain elements could only be gathered by characters that already gathered 10 million of something, or refined 100K Hydrobenol, or whatever.

Other wrote:

Success should be determined by who can cripple the other economically first.  If you can't field the proper equipment and robots your chances of winning will be extremely limited.

I don't think economics should be the most important consideration, but I think it should be more important- the size and equipment of a corp's battle force should reflect its economic power.


Other wrote:

Nerfed random drops from higher end NPCs would limit cash flow to PVPers.  Simultaneously you would need to increase the reward for high end combat assignments so that the PVE side wouldn't take a hit at the same time.

This is interesting, I don't have an opinion yet. But I agree that the unlimited cash flow is a problem.

Other wrote:

Additionally it should consume more resources and manufactured components to build high end mechs and equipment.  On top of that there should be more resources that are limited to only Beta Islands so that it would be necessary for PVP corps to have (and protect) their industrial arms in Beta Island areas.

I agree. In my opinion, more resources need to be limited to PvP areas, so that the PvPers and PvEers would have no choice but to work together: only PvPers could provide the materials needed to make high-level gear, but only PvEers could make those goods.

Annihilator wrote:

ysorry, but could just post your "expectations" and not repeating your self and getting off topic?

something like: "I expect from PvE that i can mine all day long with my industrial specialized agent without any NPC coming my way, but eventually a PvP player can *** my ***"
"I dont care what those combat specced agents that want to do PvE do the whole day long"

Expectations? You're off-topic (and off-language, it seems), but ok.

I expect, that if I stay on the alpha islands, I will be able to mine all day, all week, all year, without interruption so long as I stay away from NPCs and PvP islands. In other words, I expect Alpha islands to stay the same.

Now, if you wanted me to answer the actual question, I am satisfied with assignments and the placement of NPC spawns. There are other elements I would like added to PvE, but apparently Annihilator doesn't want anyone to mention that.

Jelan wrote:
Bananfluga wrote:

Well, if you cross-breed Siddy, Neoxx and Jelan I wouldn't want to be anywhere close the result.

You'd have an unstoppable beast!

Yes, it would pleasure itself, stopping long enough only to post about its 'victories' and claim that it was the premier onanist on the server, and then use those posts as an object for further self-love.

- cross it with Stunt, and those posts would contain video.

- cross it with Glimpse, and nobody would care.

Wraithbane wrote:

Ah... Its not ganking to attack miners and haulers?... Thats certainly an "interesting" definition.  As for the other, of course it would be an arms race. Its happened in game after game that goes the guard route. The Dev's have to keep coming back to it to deal with an endless stream of "creative" antics on the part of the gankers and griefers. You said yourself its all about trying... Talk about the creation of a perverse incentive.  Far better to keep PvE and PvP separate, and save Dev time and retain the players that would other wise leave.

Wraith, you're right, of course, and game after game has demonstrated this. But you can't compete with a guy who gains five years of gaming 'expertise' in one night. Nor can you argue with someone who thinks that when you point out how wrong he is, you "own" yourself.

Besides, as I said before, what harm could possibly come from a little German guy wanting to impose his will on everyone?

But let's get back on topic:

Wraithbane, what ideas do you have about improving PvE for those who prefer it to PvP?

Other: I think you have some great ideas- let the PvE grind have more meaning by giving the grinders some exclusive resources or recipes. Then introduce an improved economic system that increases player interaction and competition, and let us go on to flesh it out.

You are absolutely correct, Wraithbane: for the angry little German fellow, the problem is that he can't grief people, so naturally his solution is to allow that. From a non-sociopathic perspective, as you said, he's proposing a solution to a problem that doesn't exist.

But if we look at other posts, especially from the other thread, we see a similar trend: combat-oriented players are proposing combat-oriented solutions- instances, more roaming NPCs, more twitch-based action. It's all very narrow-minded, and essentially ignores a large aspect of the game.

Annihilator: "I" am not the one reducing PvE to mining and manufacturing- the game does that. The fact is that there's a threshold where characters who have the majority of their EP in gathering or industry cannot pass. At a certain level, the NPC bots are simply too tough for a character with only basic combat extensions.

Now, there's no question that additional NPC encounters would be a lot of fun for those who could handle them- namely, PvPers who weren't PvPing at the moment.

Lightcrye: Those actually sound like fun ideas, but they are also tailored to combat-oriented characters. Adding more "twitch" is great for the player who has the right build and extensions, but it would be just another aspect of the game that was unavailable to industry-oriented players.

Other: I agree with you that the economic aspects should be more important than they are now. First, we are supposedly on this planet for purposes of exploitation- so why aren't we sending resources back home? Also, if our sponsors are giant corporate conglomerations, wouldn't they take particular interest in our profitability?

Moreover, the economic/diplomatic aspect is really the only area where industrial types can compete, where they aren't excluded because they have the wrong extensions.

CoyoteTheClever wrote:

Its pretty funny that the avatar looks like a combination of Neoxx, Siddy and Jelan. I wonder if that was on purpose.

Now that you point it out, yes! Too bad the post wasn't as creative...

Greenleaf wrote:

Forced? Nothing should be "forced" there should be freedom to what ever actions I feel like taking,. if thats to suicide my ship to kill you for fast locking and get jailed to beta for a week then so be it,. I want that freedom to act on what ever actions I so please, I deal with the repercussions later,. so yea,. I think some of the PVE crowd should lick there wounds ,. pull there pants up and stop asking for a such a safe bowl of cookies to eat from.

I played it all man,. I would rather play a game where someone can take my milk money and then $hit on me,. I want to feel like its a struggle to survive,. I do understand though that the games needs a warm protective woom for new players to spawn out of. But there HAS to be potential risk of dieing by the hand of players ALL THE TIME..

I'm sorry, but tough guy talk aside, you are contradicting yourself here. First you say that nothing should be "forced," but you end with "there HAS to be potential risk of dieing by the hand of players ALL THE TIME." It's not possible to have both.

The point is that some PvP players, and it sounds like you're one of them, feel that they should be able to attack anyone, anywhere. As many people have pointed out, this leads to greifing, and is generally not good for the game.

Moreover, your right to attack anyone at any time forces other players to PvP when they don't want to. If your answer to that is "fine, then they can go to another game," then you've given the devs the very answer they don't want. They are interested in how PvE could be improved, and your response is to tell them to turn it into PvP?

Yeah, pretty weak.

I know an Angry Little German Fellow who can help. Pst me if interested.