Alpha X wrote:

It's not that bad ... Beta island / alliance troubles / blah blah aside ... I actually have a dam great time PvE'ing with my corp chatting on TS and grinding those mods and kernals to help fund the free robots the corp gives me is great, we laugh we give each other a bit of crap here and there and we talk about what we are aiming for ...

Then again (and I am not having a go or assuming other corps ages etc etc etc) TOG corpies are all over 25, mature and have a great outlook on how to take a "boring" game and make it fun ...

Yes, overall it's quite fun- I've found a group of people much like you describe; we don't take it seriously, we give each other a hard time, we make fun of the spastic kids, and so on. It's an enjoyable pastime.

PvP doesn't interest me that much, but I've tried it on an alt, and it's not bad, either- in my (limited) experience, it seems pretty fair.

As for PvE, which I do most of the time, I just think that there's another dimension waiting to be tapped- I'm not as interested in more bots to farm as I am in more possibilities. As an industrialist, I'd like an opportunity to enter real contracts, to have price wars; I think it would add to the game as a whole.

So anyway, Greenleaf, now that the angry German kid has admitted to wanting to grief people, let's return to the question:

What are your thoughts on PvE? Are you satisfied?

Dromsex wrote:

Its like with the donkey and the carrot. I am the donkey - pvp on alpha is my carrot.

No, you're just an ***.

Thank you, though, for finally abandoning the false authority, and admitting that this is what you've wanted all along. In other words, thanks for "owning yourself."

Dromsex wrote:

Sav your a tard, smarter? When owning yourself? Better in english - may be - its not my native language and i dont really care to polish it for you. Sry Sav im working in this business for nearly 20 years. Start over.

Drom, buddy, keep telling me I'm owning myself, and maybe it will come true. Just like you tell yourself that you're more than a halfwit who took a computer class or two.

Only 20 years? I have you beat there, too. Double it, then we'll talk, little man.

You are right, Greenleaf, it has gotten out of hand, and I apologize for my part in it.

Let's get back to the question, which was: are you satisfied with the game's current PvE situation? Are you someone who thinks that PvE players should be forced to PvP, or do you have other ideas?

I have to give you props, you're doing a good job- even now, you argue from an authority you don't have- you're a kid who took a programming class that someone called "systems design," and now you think you're something else.

But look, that's irrelevant: I'm wiser than you, much, much, smarter than you, and a hell of a better writer than you. So by all means, keep it up: I have experience, intelligence, and the English language on my side. You do, however, have impotent rage- and that's something.

Aww, we made him mad. He even quotes wikipedia definitions; vry srs bsns.

I honestly have no idea why we were so hard on him; after all, what's the harm in some German guy wanting to impose his will on everyone? tongue

Zildjian Repsmith wrote:

There are many existing single player games that fill this non-PvP niche and the game play becomes predictable in short order, if there is going to be that strong of a demarcation between PvE and PvP then the developers might consider a single player version of Perpetuum. The best model that comes to my mind is Mount and Blade.

This is your answer? Go play another game? Keep up that attitude, and yes, Perpetuum will be a single player game. I hope you like it.

Zildjian Repsmith wrote:

This is not PvE this is Roleplaying (RP).

This is a false distinction, and utterly irrelevant to the discussion.

Zildjian Repsmith wrote:

If someone becomes “King of the Market” well good for them, if that person has a billion Nic, or controls a particular resource on the market it does not affect me in the least.

I think it should affect you- after all, you, as a member of a corp that is part of an alliance that fights for control of the beta islands, affect the PvE game. As you say, Quid Pro Quo.

Zildjian Repsmith wrote:

Individuals, or groups of individuals that do not engage in PvP, having a direct impact on PvP corporations wealth or ability to do business?
Well O.K...  if I can have a direct impact on all the harvesters littering the landscape on Alpha Island. The ability to drain said harvesters accumulator on Alpha would be a nice way to balance the equation... Quid Pro Quo Clarice!

You already do have an effect (although granted, it's limited right now because nobody is is clever  or skilled enough to take advantage of it) on PvE. But I agree with you that there should be more of a connection between the two, but nothing as short-sighted as draining harvesters: that's just another example of griefing.

I say: continue to introduce resources that can only be gathered in territory that is won in PvP combat- not just epitron, but half a dozen elements, all of them required to make anything T5 or higher. Continue to require kernels from NPC bots that take a combat team to kill. Industrialists should have to pay a premium for the resources that the PvPers win- but PvPers need to start paying a premium to the PvEers, too.

Zildjian Repsmith wrote:

This would be a good idea if the implementation was for cosmetic or aesthetic purposes. I would gladly pay a crafter to customize my Mech with a skull and crossbones paint job, for the purpose of setting myself apart as an individual.

It appears that your definition of "quid pro quo" is "Zildjian gets whatever he wants, but PvE players can only operate when he allows it." The items and abilities that are exclusive to PvE players must be an integral part of the game: otherwise it will remain one-dimensional. I'm describing a much more intricate, challenging game, and you're describing Space Invaders.

Zildjian Repsmith wrote:

Exactly this is the heart of the issue, it makes no difference whether  the concept is a recipe, Open World Mob, or PvE Instance, the player base will become bored with the new PvE content faster than it can be created by the development team.

I agree- so the answer is to make more of the content reliant upon players. Give the game more depth, make it more than blob A versus blob B. PvPers love to sound off about "risk," but they have no clue what real risk is as they traipse around in their free robots, knee deep in unlimited resources and unquenchable money flow.

REAL risk, PvP junkies, is where your corp loses half of its worth when it loses a major battle. REAL risk means you can't afford to keep a few dozen mechs ready-at-hand because you can't afford the storage space. REAL risk means that if you start griefing people, you suddenly can't afford ammo any longer.

Zildjian Repsmith wrote:

My solution would be viral content, or special edition content that is limited, but something that the player base can look forward to. Give the content a short “shelf life” that matches the attention span of modern consumers, and implement new or tweaked content regularly.

This is fine, but you seem to fail to realize that it puts the same burdens that you describe above, if not more, on the developers. At best, it's a short-term answer.

Greenleaf wrote:

forced pvp should allways have huge draw backs to the attacker. harsh punishment for attacking Innocent players, boycots, debuffs after death,. could speculate endless things.

Ok, yes, that's great, but with the EP system, none of these penalties are really such an issue when it comes to a fighter vs. a miner: your fitted assault bot is going to win against my mining bot. To have a chance, I'll have to fit my bot with weapons and spend the EP necessary to use them well enough. In short, you force me to play your game.

It's really that simple: forced PvP still requires the PvE player to play in a fashion he doesn't want.

  • If your goal is to make these players feel welcome, forced PvP is not, cannot be, the answer.

  • If, however, you want the carebears to leave, then by all means force them to PvP.

That will have the added advantage of making your game much simpler, too: you can throw out the whole industry mechanic and have your PvPers exchange loot for better tech.

Now, Dromsex, I'm quite impressed that you've played since you were two years old, but you still don't know a thing about system design, because you can't understand this one simple point. It has nothing to do with 'immersion': you want one thing, and appear to be unable to imagine anything that would not give you what you want.

The original question was: are you satisfied with the current status of PvE? The answer to that question is not 'No, make it easier to grief PvE players.' That is not a PvE solution.

Dromsex wrote:

Just say you dont want it - thats fair.

Follow your own advice.

Dromsex wrote:

So if theres a problem for 1 kind of players but not for the other then its ok and fair? Strange logics.

What exactly is the problem for PvP players, other than they can't grief people whenever they please?

Dromsex wrote:

I actually would like to be ganked when pve'ing without the need to go to a special place to do that. It breaks immersion.

You're entitled to this opinion, but I doubt that many PvE players will agree.

Once again, you're looking at it from a very shallow, one-sided point of view. Don't tell us you go both ways, because you clearly don't.

Wraithbane wrote:

You are still proposing a solution for a problem that only exists in the minds of the PvP crowd.

Exactly. PvPers tend to have tunnel vision: more combat solves everything, only combat provides a 'real' challenge.

Wraithbane wrote:

We CareBears are quite happy with the situation as it currently exists.  We gain nothing from a change, and in fact lose the ability to play in our own fashion. This "challenge" some speak of is not seen as such by many others, who end up the victims of roaming gangs of gankers.

This is fair, too, except that I think PvE players won't continue to be satisfied unless they see some more benefit from the monotony.

I'm trying to think of things that would connect PvE and PvP without forcing one to do the other; they don't have to inhabit separate realms- why not make the relationship more meaningful?

Dromsex wrote:

If there is no possibility to set up a working guard system here on alpha(possibly AI restrictions) then ok.

This is your solution? Free PvP on Alpha, but 'limited' by guards? Do you honestly think that would keep PvPers from griefing?

But back to the main point: you're arguing for a way to improve PvP, not PvE. I don't think PvEers would stick around for your solution any more than they would for the addition of more NPC bots.

As we've mentioned before, the current PvE system works an adjunct to PvP: if you want to keep PvE players around, exposing it to even more PvP is not the answer. They need something with more depth.

Dromsex wrote:

FFrom a pvp related point of view:

You talk of griefing as if it was something bad - and pvp was something unrelated to accomplishing your goals or making the goals of your opponent impossible.

To make this coherent again - there cannot be any consensuality. This is contradictory by system. As soon as someone agrees to take losses - there are no losses - as soon as someone doesnt care about dying in this conflict or not being able to achieve his goals - these goals are null making the conflict a farce - since it is not neccesary.

You were saying something about restrictions?

Ok, I'll agree with you that being unable to zone without a flag seems rather pointless.

But other than that, you're still arguing that you should be able to grief whomever you want, whenever you want.

Dromsex wrote:

I doubt that implication. Most pvpers just hate it to play a game where everything is artificially restricted - it makes everything feel like a conterstrike mmo - but this here wants to be a sandbox mmo - so restrictions would need to vanish by definition.

I'm sorry, but you're making a fallacious argument. If you want to claim that a 'true' sandbox has no restrictions whatsoever, then you're arguing for the impossible- a true student of systems theory would understand this, and know better.

What you describe might be enjoyable for certain bloodthirsty types, but would be unappealing for most others. Moreover, it would be a very one-dimensional game: everyone would be forced to play in exactly the same way, which is fine for you, but I suspect not for the majority.

Wraithbane wrote:

[Actually, I'd also be fascinated to learn what you mean. Most times, when people take that approach(forced PvP), its because they want to gank/grief others, and want as many victims as possible.  I'd imagine that the current situation on Alpha makes many such types sad pandas <grin>

I think you are right: forced PvP will turn a lot of players off. And yes, most people want it because they feel a need to ruin other people's game experience, or to force others to play the way they want them to play.

There's no doubt that some people in this game are infuriated that they cannot tear through alpha.

I'm trying to answer your question honestly- I think that PvE could benefit from some more complexity, and I think that's related to the PvP/PvE balance. Right now, PvE seems designed as an adjunct to PvP- most corps are organized on this principle. I think that introducing some new elements to PvE would bring another kind of competition- such as real economic warfare- and would make the PvP elements that more meaningful.

Dromsex wrote:

I wouldnt mind some other pve encounters for groups other then just being determined by numbers - so some sort of tactics needed could be nice if its an addition.

This is what we were looking for- thank you.

Recognizer wrote:

I'm asking what you expect from PvE as PvE player,
not how to balance PvP and PvE.

Are you satisfied with "Get to point A, kill X NPCs and deliver something"-Assignments?
Are you satisfied with npcs spawns placed in pits like animals, just there to be macro-farmed?

Yes, and I've replied that there could be more than additional assignments and spawns.

No, I'm not satisfied with the assignments and NPCs as they stand; I would like to see other dynamics added to the non-combat portion of the game.

Moreover, it's not irrelevant to point out that PvP and PvE seem to be imbalanced: combat-oriented players are able to complete more assignments and farm more NPCs than non-combat oriented players.

It's a straightforward request to add more dimensionality. I think many PvE players would like to have something for themselves, a bit more reward for having invested all those points in industry.

Alfredson wrote:

I like the idea of self-functioning AI camps based both on alpha/beta islands (with beta islands being more lucrative). These self sustaining AI camps will be mining and producing bots on a scripted cycle, and if left alone, will continue to build up forces. The AI camp will incremently increase in size and number if the playerbase chooses to ignore it.

This is an interesting idea (at the moment, it reminds me of the upcoming Rift tongue). But where do the economic-minded players fit in? Won't someone who's spent all his EP in industry or mining be at a serious disadvantage. He'd have to start an alt in order to fight these NPCs, or establish the same system as currently stands in beta: he could only gather resources under the protection of combat-minded corpmates.

Dude, don't say things like 'explain to the rest of us' ... you only represent yourself. 'The rest of us' are more likely to be embarassed with any form of association with you than sharing your views.

Duuude, don't get so angry. It gets better after graduation, you'll see.

The underlying system says you can choose, but if you get attacked and defend you get flagged and you cannot choose anymore. This is a workaround for the implementation since being able to escape on secure alpha feels lame

You're arguing that it "feels" lame- surely you understand that your impression does not prove anything about the "system." This is just an over-inflated way of saying that you want to grief people, and should not be a pariah because of it.

Now then again this would feel flawy because the flagged ones would have the odds against them. These flaws make it feel artificial and calculable.
So to make it coherent there would need to be no safe alpha.

This makes no sense at all. The game is "coherent" already, the system is viable; again, you say it "feels" flawed because you want to kill other players at your whim.

As soon as someone agrees to take losses - there are no losses - as soon as someone doesnt care about dying in this conflict or not being able to achieve his goals - these goals are null making the conflict a farce - since it is not neccesary.

Do you understand the concept of "game?" If this is your definition of farce, then perhaps we should shoot the losing teams in soccer matches?

My own benefit over somone elses is the core of human conflicts - this is the basis of pvp.

Ahh, now we come to the root of the problem: you suffer from a spectacularly dumb philosophy.

If it's your opinion that PvP should be non-consensual, that's fine: stop being afraid and hiding behind bad philosophy. Stand up, be proud of who you are, and tell the world that you want to make others bend to your will, and ruin the game for those who refuse.

Well, you're long on unfounded authority, but short on actual argument.

Whenever you make pvp consensual it becomes a farce, worthless, a waste of time, an instanced poo game.

I don't care how many times you've "seen it," please explain to the rest of us how is it that PvP is a farce? It seems quite a few people are enjoying it.

pvp is necessary since one side has to loose something. therefore - it cannot be consensual by system concept.

This makes no sense at all. Please explain how the "concept" of a system (which system? Perpetuum's?  A game?) requires that players be forced to PvP?

The current concept is quiet solid allthough pvp flags shouldnt exist or be able to be carried over to alpha. Generally alpha is too big und beta too small and meaningless.

This appears to contradict what you previously said- I thought we couldn't have consensual PvP?

In short, it's clear that you want to grief other players. But you'll have to find some reasons to support it.

Very well put, Wraithbane!

Make PvE and PvP dependent on each other, maybe even connect them economically, but don't force one to do the other. Instead, give both of them exclusive goals and opportunities.

Annihilator wrote:

Both partys will have to face both sides of the game - the PvE player will have to expect other players to attack them, while the pvp players have to face the possibilitys of an NPC ambush. It couldn't get more balanced as that.

Of course it couldn't get more balanced, because you've completely removed one side of the equation: there is nothing to balance, as everyone will be doing the same thing.

I notice that some posters in this thread have the notion that "letting us attack anyone we want, when we want" somehow enriches the PvE game. It doesn't. You're just asking for the ability to farm PvE players.

For that matter, the addition of more NPC bots (and structures, and so on) wouldn't help the PvE people either: a dedicated PvE player couldn't kill them anyway, or, supposing he could, he'd still lose out to the PvP guys with their better range, targeting, locking, and so on.

The bottom line: if you want to keep people interested in the non-PvP side of things, you will have to give them something that PvPers cannot have.

123

(10 replies, posted in Q & A)

Wraithbane wrote:

PvP only games have rather limited appeal in the modern world(especially in the western markets).  Mixing PvE and PvP(forced PvP) is also a bad idea, and leads to a very limited player base.  There is currently plenty of PvE on the Alphas. But thats going to wear out over the next few months.

I think it's more than a question of content, and really a balance issue.

At the moment, all of the balance lies with PvPers: a PvPer can harvest, manufacture, and transport with a minimum investment of EP, but the same doesn't apply to PvE players- a substantial investment is required to be able to farm high-level kernels, or compete against other players.

There's nothing wrong with such a dependence, but why not make it two-sided? Why not give industrialists and miners access to certain resources and tech that the PvPers would want? In other words, reward PvE players for their investment in the same way that PvPers get rewards for theirs.

That's a good idea- using the recording as a diagnostic for the graphic engine. I'll see what I can do.

L1fe3looD wrote:

Not that I'm against the fact that the company needs money to survive, I realize there are responsibilities and I would certainly want the people who make this game possible to get a great pay day, but it's not just about money. the moment you start making a game for profit alone, it's simply dead. What you're asking for in this paragraph is essentially your standard mmo, with no consequences, no REAL skill, and no intelligence required.

Wraithbane is right: it is foolish to ask PvE players to get more involved in PvP- you'll lose plenty of people if you do.

If you're interested in keeping the PvE players, the trick is to make them relevant to the game without forcing them to play in a fashion they don't want. At the moment, the game clearly favors PvPers: you can mine, research, and build fairly well with almost all of your EP spent in PvP extensions, but the reverse is not true.

Why not introduce some more complexity, but frame it in a way that PvPers and PvEers must rely on each other? It already exists in the form of epitron and high-end kernels but the dynamic is imbalanced: an industrialist cannot obtain these things without a PvPer's help, but there's nothing an industrialist can do that a PvPer can't (sure, with less efficiency, but the point remains).

What if we reversed that equation, and introduced some gear or mods that only a dedicated industrialist could make? Corps would be forced either to create/recruit dedicated industrialists (the mediocre solution), or engage in actual business transactions with them (the smarter choice).

Obviously, from the PvE side, the EP system is not sufficient for differentiating skills. Perhaps some additional mechanic is necessary- maybe an experience-based system, where miners can only gather certain resources after they've harvested one million units, or manufacturers can make T5 goodies only after building 1000 assault bots. The idea here is to make some things exclusive to the PvE side, where a PvPers alts are ok for gathering basics, but the real rewards only come to those who invest the time and resources.

L1fe3looD wrote:

It doesn't matter how advanced "AI" will get, because it's still a program, and it's never truly random. The only thing that can make PVE truly challenging is the randomness that comes from other players possibly helping/ruining/stealing/killing/changing the field of play.

This is a pretty narrow-minded understanding of "challenge." If the game introduced a few economic systems, such as interconnected markets, or a stock exchange, there would be a new level of complexity, and successful players and corps would have to meet the challenges of long-term planning and diplomacy.