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Ville wrote:Yeah Fully secured. Which means having people in places to defend your assets. Not sit back and watch the game play itself but actually have bots/people/sparks I correct locations to provide a defense against anything the ENTIRE server can throw at it.
Stop acting like your some tactical mastermind. You just have a greater number of older players who's played before with each other than anyone else.
Jesus, some people are deluded.
Remember when STC did the same thing claiming they were all awesome?
Pepperidge farm remembers.
This is not news. Beta is just the same. I've been watching and quietly amused by the *** waving you've all done until you get to the point we were a year ago.
When you cut and paste is takes the last letter from a sentenc
Its really annoying and causing lots of fun when your giving people teamspeak inf
can you fix this pleas
its ***
The gamma and spark patch should go hand in hand as it will lessen the impact.
In three months this game might be worth playing again.
For me the only effect will be moving haulers. I don't really use more than two of my nine accounts in Pvp at once and I'm not a big followbot user.
Moving my five scarab accounts will be more of a pain but with teleports its not that much of a problem.
Burial wrote:Back when Betas had more population people used to farm there. This change just gives more reasons to go through the efforts of living there and locking it down as securely as possible. Miners can exploit Epriton and combats can do Rank 5 spawns.
This was because you needed certain kinds of rats to get certain kinds of tech. Now realistically there's no reason to rat on beta at all as you can complete research from alpha. The only logical reason to rat on beta is increased efficiency.
With that in mind you would need to:
Rebalance kernels removing their current status as a major bottleneck
Move all tier 4 and 5 rats from alpha
Increase observer rewards, return to old AI and remove them from beta
Which is why goffer they need to buff gamma in the ways described in the thread to compensate.
Shadowmine wrote:Ville wrote:Honestly, screw terraformingreimbursements and lets get this thing wiped tomorrow!
Yep. Get rid of terraforming, screw tf reimbursement for everyone, and lets do this. Bring back tfing when its ready and change the gamma structure mechancs when those are ready. People can still build small gamma outposts under current mechanics if they want, knowing whats coming.
I can live with that.
+1
All of us are glad your joining the game
Lots of folks leave so I'm glad you found your feet
To be honest STC are ok
I'll do it on the 9th when I'm unbanned
It's recently come to my attention after burial posted about it in general chat that there is for the third time a method of fitting infinite cargo in to a bot or mech. I had a play around and found it was actually possible. I don't want to specify how here but for transparency I would like to request the following things:
An audit on transport missions - accept / decline transport missions and then bulk delivering them would print tokens and nic at game breaking rates
If possible an audit on how often this was used in logistics
The missions aspect is particularly important and more game breaking than the insurance scam. I believe it should be tracked back for a minimum of a year with offenders having assets removed appropriately.
The whole mk2 thing is bullshit really, most fleets with old school players don't get above 50%
Agreed especially as there are far less gamma bases than there used to be
I'll take an Artemis and kain 50p
Honestly I think progression is actually too quick not to slow. You can be any mech in the game within a month. You can be good in it in three. You can be very good in six.
From a monerary point of view you can afford a top end fit of any mech in the first week.
This doesn't bode well for long term appeal.
And bottom line is at this stage of the game anything that makes old players stay and gets new players has got to be good.
Shaedys wrote:BankOfEngland wrote:It has been shown in other games that if you provide the players with the opportunity to buy using ingame methods authorized by the game then it drives down RMT not up.
yourarguementisinvalid.jpg
Goffer wrote:I think it has been proven in other games that pay4win is not good for the game and the player base.
And trading real money vs NIC is pay for win. Not much difference to a shop where you can buy full fitted T4 HM for 20 Euro per piece
It would be great if either of you could give examples of these other games and provide some figures to prove your point.
http://community.eveonline.com/devblog. … mp;bid=684
just one example and the most transferable
Can i suggest that you mail me a copy so i could proof read / spell check it for you?
It has been shown in other games that if you provide the players with the opportunity to buy using ingame methods authorized by the game then it drives down RMT not up.
yourarguementisinvalid.jpg
You have to balance that against the people who would play the game but cant because of the price.
Thats why its important to set the bar high for cost - your not going to make a hundred million afk mining in a squeeler even in a month.
Sundial wrote:Ville wrote:After monthes/weeks of discussion with no respone, I am going to assume this is a sensitive subject and the devs secretly support this but fear mass community back lash if its implemented wrong. BTW I intend on cutting that 300 million nic into a third.:D
This is the idea I am getting as well.
I hope the devs allow this to continue and eventually add an ingame item that can be used to get gametime when there is enough public support.
I think a Plex system will also have a side effect of increasing the attractiveness of non communist corps with corp markets, because in these type of corps players will be able to pay their subs (just like in EVE) but in a communist one only the people at the top will play for free.
Nothing wrong with a communist corp getting timecodes for its members
Once you pay your money you are purchasing an ingame item - game time and therefore that rule does not apply. Your swapping ingame time for ingame currency. If you were swapping ingame currency for the money that would be different but as soon as your money goes to avatar then it becomes an ingame item.
It also states that you cannot do it in any way outside the game. Using ingame forums is in no way outside the game.
Under present rules it is perfectly within the EULA. If they dont want to do it then fine but they need to amend the EULA.
Given this games sketchy moderation (can anyone say 'insurance') with one hand not knowing what the other is doing it would be good to have a DEV response on this that gives us a place to start the discussion from.
Annihilator wrote:as far as i understand - there is nothing that hinderst you buying a timecode and trading it with someone else. its just that there is no verification that the code isnt used yet, nor any mechanic that prevents the original owner of the code to use it instantly after someone has payed him for it.
lets test that:
http://forums.perpetuum-online.com/post/64385/#p64385
As above. Send me a forum PM.
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