1

(22 replies, posted in Balancing)

This whole post is a load of crap, let me tell you why...

If people leave because they feel trapped on alpha, well let's look at why.

(opens map)

oh look, one group holding 5 beta stations.

gee maybe that's part of it.  I love syndic's post... http://forums.perpetuum-online.com/topi … x-and-you/  same problem, different group

Once again, they complain because mechanics that have existed for years can't be manipulated the way they want. Why does that sound familiar, something about green bots, hmmm....

People have choices, it's what a sandbox is.  You get together people, and take ***.  If you're a small corp, you group up with other corps, and work together.  If you're an antisocial ***, well then stay on alpha.

I will agree there needs to be some changes.  I view betas as someplace corps should go to build up, and gamma as the endgame, which is where bigger established corps and alliances should be hanging out.  Unfortunately when the devs nerfed the gamma stations (which was good) they also nerfed gamma epi (which was bad) so gamma corps need to hold betas too in order to support the massive amounts of epi they need to function, not just travel through them.  Sucks, but it's reality.  That said,

NO CORP SHOULD BE ABLE TO HAVE MORE THAN 1 BETA STATION.  PERIOD.

I'm not sure how more islands will make it any better, the server population doesn't warrant it.

As for the comment about the epi market... are you trying to tell me that NSE only mines epi ninja style?  You sir are full of it.  Just because you're not the only ones running ops anymore the rest of us are supposed to get *** on? 

And this is why I don't read the forums.

2

(5 replies, posted in Bugs)

Yep, there's a bunch of them, I thought you were getting them automatically, but if you send me an email to the ticket I filed I can mail them to you.

3

(15 replies, posted in News and information)

somethinig in the patch is conflicting with my linux OS, not sure what it might be.  I put a ticket up and also a forum post, but so far I seem to eb the only one with a problem I guess

4

(5 replies, posted in Bugs)

That doesn't work, I'm not sure why it would since it doesn't even get to a point where I can log in.  Tried it anyway though.

5

(5 replies, posted in Bugs)

Not sure if it's related to the patch or not, but my client is now crashing on the connection screen, I don't even get the chance to login.

Client was working fine yesterday.

I run linux, but except for the inital DFX issues with rendering terrain which were resolved a month ago it's been fine since.

The patch loaded in, I watched it do the update, it restarted and that was when the crashes started.  The crash reporter loaded, but I'm not sure if it actually sent anything, any help is appreciated.

6

(8 replies, posted in Bugs)

Server is saying it's online for me, but still not connecting.

yikes

but now I realise that my post is only like a half hour into the patch, I suppose I will wait lol

Laying it out, calling ti as I see it...

Industry missions are broken.  I don't mean the ones that have ores you can't find now (anyone finds immentium on yellow islands let me know lol), or the weird curve on mining missions now that ore patches move around.  What I mean is, that while combat missions gradually walk a player up through their combat skills, using combat scanners to figure out the best fits, etc, we who serve the pick and shovel don't have the same.

Right now (not including any changes you guys are planning), we go here, mine that, head back, cash in, rinse, repeat.  And production missions are much the same.  What I propose is a rework, something along these lines.  And yes I realize it's a hell of a lot of coding, but I'm not expecting it done yesterday, more a guide for the next major patch.

level 0 - tutorials, this is how to scan, what a plant is, etc, same as now, no change
level 1 - basic mining progresses, skill up more, introduces tokens to rewards, pretty much no change
level 2 - changes, several.  One is that your production missions give you a ct, and you use materials you mined to make the parts.  This is the level we introduce trade missions at too.  Example thus:
     Widget I - scanning - go to point A find box bring back the Leg Widget of Dooooom
     Widget II - production - we have researched Leg Widgets, we developed light weight frames from them, but we need more, here's a ct, make us 10 leg widgets, take 10 of them and the ct, leave 1 frame as reward behind, plus other regular tokens and nic.
     Widget III -  production/trade - there's more demand for frames than we can meet, use a frame to RE a CT for them, build 5 and turn them in.  This mission will walk people through a basic understanding on RE process, what the numbers mean, more than the current ones do.
level 3 - More advanced mining, production and trade.  By this point people should be familiar with the production system.  Adds trade missions, example:
     Widget IV - Demands increased again, this time you market to people directly.  Same RE and such, but sell 5 of them on market to complete.  Here people have to decide if they want to sell tot he low value NPC orders, or try to get a decent price for them.  Note that the mining missions will be giving them the materials they need so no problems there.  You guys are pretty good at balancing, my only suggestion is to have these missions across all 3 corps in each race.  Multipurpose in indy corp, guns combat corp, odds and ends intelligence corps.  By this point people should be looking at getting out of the newbie corp anyway, and having to do group missions or else learn some combat skills to progress on their own into different market areas will encourage that. 
level 4 - more of the same, items requiring more minerals, and the mining missions to get them.
level 5 - introducing higher tech levels for production, RE, and trade, encouraging research and moving experienced players out of the newbie market areas.

When combined with my other post about adding kernals and decoders to the syndicate store, missions like this will advance industry to the point it should be at, allow newer player a better access to the system, and provide newer combat focused players what they need on the market.  Cheers.

Talking to some guys yesterday, they said it sounded interesting so here we go...

To start, we all hear every day about how hard industry is to get into, how people can't figure things out, blah blah.  There's another post I'm doing on a new set of missions for industry progression to walk them through it.  THIS post, is specifically about the existing token system, and an improvement to it, but to get to that I have to cover the basics first.  In game, we have to do industry - to make bots - to kill things - to make more industry  - to kill. etc and around in a nice little circle.  Which is kind of the problem, as industrial focused players hit a road block, there's no real industry only progression (again, covered in separate post) without a character having to fight... 

Thus the beauty of the syndicate store.

Right now we have structural kernals, all well and good.  I propose adding more to it.  Using Hungarian Maths (you guys really should trademark that lol) we can grade a lovely curve on industrial components.  This is especially useful given the large decrease in spawns now that they have added the moving ore fields.  I'M NOT SAYING ADD THE SPAWNS BACK!!! So get that out of your heads.  Frankly, the fewer spawns represents that the alpha islands are becoming pacified, and a good way to get people out of there.  What I am saying is, let's add a lvl 1 decoder for 100 tokens.  And copper light bot kernals for the same.  Then, after some testing, partly on the test server, and partly on live by adding lower level stuff first, grade a curve that makes something like golden heavy mech kernals incredibly expensive (2-5k tokens sounds right to me) to still encourage people to get their butts out to the outlying areas, but still reachable for those who really have no interest in training up for combat to that extent.  Or even make it so that only lvl 1-5 decoders and up to silver mech kernals are through the store, and still need teamwork/beta effort to get the highest levels.  The point is to make the materials more available to newer players in general, and the server population as a whole.  As an example, someone commented to me the other day that there's a mission that only needs a level 1 decoder, but the lowest for sale is level 2 or 3.  What a waste, there goes a kernal that can be used for ammo or bots to a mission with a 100k payout.  It also provides an extra sort of "cash sink" for tokens, when you have to choose between getting t4 research, or getting gamma structures.  I predict that this alone will make industry much more accessible for newer players, allowing them to cash in tokens they don't need for something that they can use besides just specialized ammo , which again is a combat focus, and offers nothing to the industry side.  Industry needs some loving too big_smile  Which bings me to my next post, new industry missions.

I know this post is rather old, but I'll throw in my 2 cents anyway.

I recently cross trained missile bots, because the area I am in has lots of hills, and I wanted to be able to switch over my main damage type.  As an average skilled player, with an average fit (no t4 everything and tons of crap in my hanger to play with fits), I have to say, the range sucks.  Really sucks.  Where with my Artemis I can lock at 500+ km, begin firing around 300+m, with a Tyrannos I can still lock at range, but optimal even with a range extender is still only about 270.  That's the same head slot fittings, 2 sensor amp t1, a t3 extender, a damage mod.  And don't get me started on the damage.  it seems that even with my missile skills being comparable to my turret damage skills, the damage is lower by at least a third, at a lower rate of fire. 

Again, average skills, average fit, not the best perhaps but then I don't spend hours on end doing the math, I play the game.

Or, and this one is way out there... you could walk to the can that you put down.  A can lasts for 15 minutes, mine a full cargo, drop it off, go mine more.  Rinse and repeat with harvesting.

jeez.