This maybe a cool idea but I will have to wait to see how it works in Archage first
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Perpetuum Forums → Posts by Kaldenines
Posts found: 1 to 25 of 360
1 2014-09-14 11:28:06
Re: Hybrid equipment and combo effects. (3 replies, posted in Feature discussion and requests)
2 2014-09-13 00:18:49
Re: New devblog: September status report - Gamma islands return (28 replies, posted in News and information)
About the proposed speed increase, have you noticed how when you shoot a target moving between plants, it often looks like you are shooting directly at a plant even if on your screen it looked like you had line of sight?
How much worse is that going to get?
Not to mention you would be changing the balance of the whole game, but that's needed anyway.
3 2014-09-11 20:16:16
Re: DYS0N FC welps shiny battleship fleet to roleplayers. (4 replies, posted in Open discussion)
i was in provi block for a bit and was disappointing not to have encountered a single roleplayer
p.s. Amarr victor!
4 2014-09-10 11:06:07
Re: Why there is nothing wrong with station locking (126 replies, posted in Feature discussion and requests)
I think the problem is not locking itself but that SAP stability goes up when nobody shows up. Imo it should just stay the same when nobody does the SAP.
Also the pvp zones are too small for the current mechanics (sparks, interzone and other TPs, pvp alts, gate alts, detectors, probes ). There are too few islands, too few connections leading on/off pvp isalnds and the lack of connections between different beta pairs is just mind boggling (any news on the new TP network?).
As a side note, if this is ever implemented, it may be worth considering making maximum stability higher (160-200ish) so that corps who want to have their max aura can get there without having to alarm clock against some solo ninja in the early hours of the morning.
5 2014-09-05 19:41:25
Re: Increased robot speeds (64 replies, posted in Testing server)
This sort of thing is why:
1) the devs need to play their own game
2) we cant have nice things
6 2014-08-25 01:01:09
Re: Can I join the Perpetuum team? (9 replies, posted in General discussion)
Needs someone who can sort out the economic/pvp-pve and fitting/bot balance in the game.
But most of all, someone who is willing to create an ecosystem where players are rewarded for doing things that are actually fun.
7 2014-08-18 21:05:52
Re: +1 (28 replies, posted in Feature discussion and requests)
i'd be willing to round up a group of my corp if the other bigger corps agree to pitch in
Have they updated the test server characters? Can your guys get on the test server now?
8 2014-08-18 20:53:45
Re: Gamma needs months of testing- please stop development!. (42 replies, posted in General discussion)
At some point I remember a gamma vet asking on these forums:
What do you want us to do on gamma?
Have we seen any answer to this question yet?
I would go further and ask:
What do you want us to do on Nia?
9 2014-08-18 20:22:13
Re: +1 (28 replies, posted in Feature discussion and requests)
Some frequently requested content from the devs:
Blogs
Alpha Content
QoL
Contracts
Mission expansions
less grinding
more beta islands
detector changes
ewar changesSome things frequently requested NOT to work on:
Gamma Islands
nonsensical NPC agro mechanics
detector changes
ewar changes
Lets make a comprehensive list
EDIT: I will try to be fair and put some things in both categories since the devs aren't allowed to play the game and make up their own minds and have to make decisions based on forum arguments.
10 2014-08-17 00:38:38
Re: Elite: Dangerous (58 replies, posted in Open discussion)
i wonder if you can deactivate that nodding figure... distracts a bit.
Yep, you can
11 2014-08-16 21:34:23
Re: Thanks for the new blog (6 replies, posted in General discussion)
I think it's automated Gwyn, they are too lazy to to moderate the forums so they wrote a script to do it.
12 2014-08-16 21:30:41
Re: Stop wasting resources and time on gamma (81 replies, posted in General discussion)
Motorboat, the problem is lack of content for new players not the assets or players themselves. Let's use EVE analogy: If a new corporation gets thrown against established 00 corporation, the resulting bloodshed would even put Gilles De Rais to shame. Luckily in EVE, new corporation doesn't have to do it since there's more for them to do for fun.
Let's see what future brings after Gamma. Hope dies last.
Yep, and the only fun content for a new character here is pvp (especially if they run one account)
PvE is just better in other games, sorry to be so blunt.
13 2014-08-16 18:30:28
Re: Self Destruct Proximity Probes (34 replies, posted in Feature discussion and requests)
I think it may be worth taking a different tact to the whole probe issue.
Rather than making them corp-wide, make them character based. Something along the lines of:
- probes ping only for the character that drops them
- 4 hour expiry time after which they just blow up
- maybe increase their size in the cargo hold
- give them the same masking, size, hit points and detection value as a light bot
- decreased cost to a only a token cost so even newbs feel free to use them
- have them give bot types as well as names
- remove that stupid corp-probe-count skill
(picking up and a remote detonator would be nice functions )
Not saying that's the only way to do it but just want to open up the debate to some new ideas.
Also I am not saying that the above would be 'balanced' given the current state of the game but as far as I am concerned, without more islands and more teleports this game is screwed anyway.
14 2014-08-16 11:59:42
Re: Has a CSM like system been tried in this game (45 replies, posted in General discussion)
Burial wrote:Ludlow Bursar wrote:The frustrating thing for me is that all the mechanics exist in the game already to make PvE content much much more interesting. The Devs, however, seem to lack the imagination to use those mechanics creatively to do so.
That's spot on and exactly how I feel. I do believe the game could be made a lot more fun if the developers could be pointed to the right direction. Sadly even the best attempts get overwhelmed by cynicism and trolling.
I think so too. A week of Dev work on a few things would turn this game around but seems like PVE is forever going to be a pipe dream to come six months after gamma nobody cares about. By then it will be too late.
+1
15 2014-08-15 19:00:13
Re: Self Destruct Proximity Probes (34 replies, posted in Feature discussion and requests)
hehe, that's actually quite a funny move tbh. Just needs a few simple (lol) fixes as the OP and other have said.
Alternatively, don't limit probe numbers by corp. These kinds of artificial limits just lead to more multi-account shenanigans as well as the kind of abuse pointed out here.
16 2014-08-13 20:28:17
Re: Sandbox? (10 replies, posted in General discussion)
It's a meta-sandbox (aka gravel pit). You have to grind the stones yourself to make the sand.
17 2014-08-10 10:26:16
Re: How to Retain New Members Without Depending on Players (15 replies, posted in Feature discussion and requests)
dont get me wrong - your are talking to someone who asked for PvE integration since... the beginning. and you know how long i am here.
Firefall was planned as a Sandbox game, was for a long time a arena PvP game and even aimed at becomming an eSport title. During Beta they did not only ditch the PvP part, they also ditched almost any aspect of its Sandbox.
Maybe those 10 Million Dollar and replacing more then half of their staff (of 80 DEVs) helped a bit to give them the current 10k+ player online via steam.
Avatar Creations, with their 4? sparetime DEVs have gradually dumbed down PvE to a point where i wonder why they even bother with AI robots.
Sure they have to concentrate fully on PvE. I just dislike the example of Firefall because they made a differnt game with the assets they had.
in other words, if AC would do the same, they would put syndicate protection on all islands with the next patch, and PvP would only be possible if someone flags up or SAPs would make the protection drop in a 3km radius when they are active (compare with "Sunken Harbor")
Agreed, I am always going on about PvP content because making the PvE combat fun in this game would be like building a whole new game.
At the moment PvE combat is as fun as smashing bugs with rocks (https://www.youtube.com/watch?v=gI_es584jCU) and it's going to stay that way weather the NPCs are red, yellow or pink.
18 2014-08-04 22:19:15
Re: Question about Corps from a PO newb (16 replies, posted in Q & A)
Well, it's no JOKE
19 2014-08-03 23:08:45
Re: Improved NPC AI (201 replies, posted in Testing server)
Well, propaganda is a part of group pvp in a game like this. It's actually quite a significant piece of content.
20 2014-08-03 21:58:08
Re: Improved NPC AI (201 replies, posted in Testing server)
I actually think the best thing for the future of the game would be if the devs stopped working so hard and just played their game as a day job for like a month
21 2014-08-03 16:23:56
Re: Improved NPC AI (201 replies, posted in Testing server)
(Because yes, we do play the game occasionally, just not on the live server).
+1
22 2014-08-03 11:20:56
Re: Improved NPC AI (201 replies, posted in Testing server)
I also have fond memories of the good old days when you could take out a fleet of T2 fit assaults, just roam around and get a fight with a fleet of a similar EP/tech level (ok that's a lie those were always rare occasions).
Lets not for get why people actually farm NPCs. It's to get resources for bots to use in PvP. Even the carebear who will never PvP is still farming for, ultimately, the same reason. Its just that someone else will blow up those resources in PvP (or stockpile them until the end of days).
Now in the good old days you could get PvP in cheap fits and not feel like a total scrub all the time but times have moved on. Players have a lot more EP and many vets have large stockpiles of Mk2 mechs/heavies. This is not a bad thing but it exacerbates the glaring imbalance between the amount of time players spend farming and the amount of time they spend enjoying the fruits of their labour.
"All work and no play makes Jack a very dull boy."
TLDR: make NPCs as tough as you like, just make it worth the player's time go out and kill them.
23 2014-08-02 00:48:33
Re: Improved NPC AI (201 replies, posted in Testing server)
You just have to watch out for npcs...
But that's the point, you don't have to watch out for NPCs unless you are running energy transfer. This change may not be a big deal by itself but there is no reason for creating inconsistencies like this.
This is the kind of approach that left us for example:
- unable to drop a TP after jumping through a gate flagged.
- made beta spawns/observers even less worth doing becuase they dont drop loot if they blow up on eachother
- gave us the insanely agressive red NPC problem that lead to the orange NPCs in the first place
24 2014-08-01 22:55:02
Re: Improved NPC AI (201 replies, posted in Testing server)
Kaldenines wrote:Shadowmine wrote:TBH, I would tell the miners to learn to make yourself cap stable.
Thats exactly the kind of attitude that drives people away from this game. "Here are the tools to do something... what you want to actually use them?"
This change is not game breaking, it's just the latest of a long list of poorly implemented "fixes" that break at least two other unrelated things in the process.
I still say, if your mining bot needs remote energy, you are doing it wrong.
The list of ways of playing this game that are "wrong" just keeps growing.
My mining bot transfers energy to my scarab so I can run a nexus and two small miners on it, is that wrong as well?
Thats all missing the point anyway. The question is why are miners are taking a hit here?
25 2014-08-01 18:36:31
Re: Improved NPC AI (201 replies, posted in Testing server)
hmm, that article about EVE says NPC grinding there is to easy and broken because you can do it .
That's quite an impressive misrepresentation of what the article is about and what it actually says. I suggest reading the source instead of relying on that summary.
Posts found: 1 to 25 of 360
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