326

(217 replies, posted in General discussion)

My gameplay is actually not all that affected by the changes.  I can only play for a few pre-defined hours on specific days so no matter how many intrusions are occurring at 2am or 2pm I will not be there.

For many of us who were active on beta before I2.0 the problem was lack of other people to play with/against.  It stemmed from the imbalance of risk/effort vs reward and lack of incentives encouraging small groups of people to venture out on beta.

Since the changes I have not seen anyone new try to move to beta and take an outpost.  The fundamental reason for this I think is that you gain very little while being pounced on by predatory corps who would fight each-other for a piece of your pie. 

Perhaps its too early to tell but judging by everyone's mood, the new system is not encouraging anyone to try to move out to beta.

As for the people talking tough and saying that everyone else is not hardcore enough for beta, well we will see how many of you are still active in three months time when there's nobody left to shoot.

327

(217 replies, posted in General discussion)

There are two things I hate the most in sandbox MMOs

(A) Alarm clocking.

(B) Being forced to do something boring for hours at a time.


The current system has somehow managed to combine the worst of both (A) and (B).  Here are the reasons why I think it went wrong and some solution suggestions:


(1) People knowing when a SAP becomes active leads to alarm clocking.  In my opinion nobody should know well in advance when its going to occur and only the defending corp should be notified when a SAP is about to go online.
Everyone else should have to go to the sap and look at it.  The idea is for the intrusion system to track natural activity on the island and not how many friends someone can have turning up on a SAP at 11:30pm.

(2) The defenders should be able to actively shorten the SAP time.  Having to sit on a random landmark for a random 2 hours during the day just to indicate that you are active on beta is a *** headache for everyone.

(3) The stability change from each intrusion is a little too high right now.  If we are trying to represent activity in the form of outpost stability there is no need to make each individual intrusion quite so significant (i.e. you could go from 80% to 40% in two intrusions).



p.s. I can see why its fun for the small groups of attackers.  Last night we got a response of about 6-8 mechs to 3 ewars truning up at a passive hacking sap.  We could have probably taken it as well if we sat on the sap instead of chasing the lone defending plated tyranos.

p.p.s. specimen processing just makes me lol every time

328

(25 replies, posted in General discussion)

Hey I like this game too.  We should go upstairs and talk about it tongue

Seriously though, I dunno what I would play if perp disappeared tomorrow.  I would have to give up on MMOs or make my own yikes

329

(24 replies, posted in Feature discussion and requests)

+1 for all damage and ewar applied to the bot showing up on the killmail and for killmails being generated from explosion damage.

330

(29 replies, posted in Feature discussion and requests)

- but roming without brain for hours ... no, just so TERRIBLE boring ... can imagin 1001 better things to wast my lifetime wink

That, needs to be addressed by the devs.
but...

(longest Keep fight I ever had was ~36 hours WITHOUT break).
Anythink else is no PvP at all in my eyes and just wannabe bullshit. Nothing I will ever respect under no circumstands.

For god's sake not like that yikes

331

(29 replies, posted in Feature discussion and requests)

@ Jack: Again advice to PvPers from the carebears. Thanks.

332

(5 replies, posted in Feature discussion and requests)

+1

333

(29 replies, posted in Feature discussion and requests)

The magnitude and duration of the boost given by an overheat could affect defences as much if not more than dps so the dps vs tank debate is not actually all that relevant.

334

(29 replies, posted in Feature discussion and requests)

0110011100001111001010001 wrote:
Sundial wrote:

With current DPS figures running an active tank allows you to tank 1-2 equally tiered/ep enemies permanently. I like the idea, but I think I agree with Anni and Syrissa here,

Sheild/Armor tanking needs a buff among other things if we were to introduce more DPS into the game.


So wait wait...first we need to Nerf ERP tanks...now we need to buff them?

And to say the simple solution was to just add overheating into the mix, who woulda thought.

A fat big bird told me the other day to expect a Troiar MK2 Nerf soon.
Will we have a shield buff thread in the future...answer...yea the way this is going.

I do love reading between the lines of the lines that are not lines at all but merely reality, in a real house of cards.  fuuu

Thats why its called "pvp balance" rather than "pvp binary decision making" tongue

The game needs more corps like this one.

336

(29 replies, posted in Feature discussion and requests)

0110011100001111001010001 wrote:

We need a " this from Eve works and should be in the game" place so all of these go together.

and

+1

I also think the EvE forums need a "this works in Perpetuum and should be in EvE" thread.  Specifically for the line of sight and explosion damage on death features.

337

(87 replies, posted in Balancing)

Shaedys wrote:

Haha, ever tried toggeling the shield on and off to fire your weapons?
Your also not constantly being called primary by all the enemy fleet, the occasional bit of damage doesn't matter as much as being able to soak up that damage long enough to get energy transfers on you.
I love the shield bonus.

I can see Purgatory's problem.  It must be hard to toggle shield and weapons in time when you are farming using six accounts at the same time.  Why don't we just let grophos shoot through shields so that he doesn't need to worry about such trivial things?

338

(29 replies, posted in Feature discussion and requests)

Yes, like the one in EvE.  Temporarily overheat a module causing it to neut harder / jam better / cycle faster / suppress stronger... but take damage.  Perhaps it could be repaired in the field using robot plasma smile

339

(67 replies, posted in Balancing)

^
Range extenders take up head slots which could be used for ECM/suppressors.  These slots are not taken up by neutralizers.

340

(41 replies, posted in Balancing)

Perhaps it's time to give plasma a use other than just being converted into cash.
Would be nice if someone could do the numbers with market prices to give us an idea of the inflation rate.

341

(67 replies, posted in Balancing)

Syndic wrote:
MoBIoS wrote:

Trojar toughness is its compensation for beeing very close range tackler. To throw on a tackle, it will need to go in as close as 195m. Has no headslots for countermessures etc...
It is far slower than a Cham with a range of about 245m.

It will need to tank a certain amount of dmg unlike a cam or intakt. If you are encountering a pilot with basic robotics lvl 10, energy management lvl 10 and accu expansion lvl 10 + improved shield technology lvl 10, he has spend a long time dedicating his skills on that. A player will have a hard time taking it down. This game is a rock, paper, scissor. If your squad has no counter for a trojars shield/ accu recharge rate, then you should re-think and not shout for a "re-balance".
Re-balance your squad or setup.

I said the same thing about ERP fitted mechs & Rep-tanked mechs... lol

Syndic said the same thing about ERP fitted mechs & Rep-tanked mechs... lol


Seriously though.  To get the 245m demob range the camelion/intakt would have to sacrifice their ewar capability.

The main point isn't about tackling range its about what happens after a bot is tackled and odds are it will be tackled regardless of 195 or 245m range because most things are considerably slower than ewar bots.

What "should" happen after a bot is tackled is subjective.  You could argue that once someone is tackled they should be forced to engage the main enemy force even if it turns up in 15min.  You could also argue that they should be able to get away 90% of the time.  I would prefer it if tackling was a risky buisness for the tackler and would not be sustainable for more than about 1min unless more people turned up.  Having said that, I love driving tackling bots and the more challenging it is the more I will enjoy it.

Oh, I misunderstood, thought you were implying that there would have been a fight if the new system was in place.

Yeah I agree that massive battles may be less common after i2.0.  Maybe there will be more battles where the sides have similar numbers though.

However, I am somewhat pessimistic about the new intrusion system's ability to encourage any more pvp.

Snowman wrote:

Another opportunity for large-scale battle refused.

Such things will be a thing of the past with i2.0

Why, is 62nd gonna have an influx of 20 new active players?

Cobalt wrote:

I dont like mine neither (farming interrupted by pvp) tongue

Lets wait and see how it comes. I just hope beta island are more populated, because tbh atm it quite saddens me.
And i dont speak only of my "home" island.

[troll] I presume you live on Alsbale?  Why would you care if the other islands are populated or not, none of the inhabitants of Alsbale ever venture out to other beata islands...[/troll] tongue

345

(18 replies, posted in Balancing)

One problem is that if you made T4 cheaper more people would have it and then the more developed corps/alliances would complain that any noob can get the same gear as them.  If you made it more powerful people would just learn who uses T4 and not fight them with anything like equal numbers.

Having said that, I would not object to cheaper T4 at all.

[rant]
There will be blobs as long as there are large alliances.  There are many reasons for blob formation, not least the fact that a lot of people are sitting around bored and just want to see some kind of action.  Hopefully the new intrusion system will help with it.  A blob takes a long time to form.  The less time you give it the smaller the blob.

I think the most fundamental problem in perpetuum is that there is no strategic or tactical objective to PvP other than to kill the opponenet and loot the field.  In other words "there is nothing to win, you can only lose".  Which leads people to not even undock unless they know they can wipe their opponents with minimal losses (with the exeptions of a minority who just like pvp for the hell of it).  For some reason every carebear seems to think that if the PvPers are given a reason to go out there and get blown up it will hurt the PvE side of things.  That couldn't be further from the truth.  It would create demand for modules and bots and enrich the PvE players.

Maybe they could introduce a mechanic whereby attacking an outposts SAP actually give some kind of reward even if your alliance has no intension of taking the outpost.
[/rant]

346

(40 replies, posted in Balancing)

Out on beta there are tonnes and tonnes of helioptris growing within docking range (not close to, actually within docking range) of large outposts.  I suspect that may be driving the price/demand down at the moment since corps with their own industry can just harvest it in their back yard.

347

(67 replies, posted in Balancing)

Annihilator wrote:

Sundail- cannot be, mk2 bots are not worth their production costs... at least so i have heard...

i have also heard that camelion tackle is also not fun

Lemon talks about the cameleon Mk2 in the OP of that thread.  I don't want to get into the whole Mk2 topic here.

I am talking about the relative merits of Mk1 ewars as tacklers.

348

(67 replies, posted in Balancing)

Me and some friends killed a troiar once too...

Troiar is the slower than a chamelon (but an Intakt should be faster than it, this is unballanced imo)
Troiar only has 2 head slots

It has two head slots because it uses arm slots for it's ewar ability.

Other bots can use ECM while tackling to avoid damage (Troiar can too, but only 1 head slot and no bonus)

ECM is chance based and while it will often work it is not guranteed.  Having a nice fat, regenerating shield between you and the enemy is not something that randomly fails.  The reason this is not fun is that tackling becomes a simply question of distance and relative speeds rather than use of cover and shot timing.

Troiars can be delt with by using ECM on them / demobilizing them with supperior range if you do not wan't to kill them.

ECM can only delay the inevitable because it does not help you kill the troiar.  Both ECM and demobilizing apply to the other tacklers as well.

Troiar has a niche role as an effective mech tackler, the other bots do much better than it at most other things ewar related.

You hit the nail on the head there.  I completely agree that the Troiar is a great mech tackler, it is also great for tackling everything smaller or bigger than a mech.  The other bots are better at ECM and/or suppressing but not as good at neutralising. 

Ok if you want numbers lets have a look at the base stats:
-------------------------Cameleon---------Troiar----------Intakt
Accumulator--------------300--------------425------------300
Approx. Recharge--------2.5/s----------2.888/s*-------2.5/s
Armor---------------------550--------------600------------675
Speed---------------------70.2-------------68.4------------68.4
* Note that with basic robotic 5 this becomes 3.54 per second.

Surface hit sizes are 2.75 without evasive and 1.90 with a T2 evasive.  Thus a troiar without an evasive will on average take 45% more damage from a gun with a large dispersion than a camleon/intakt with a T2 evasive

If I understand shield ratos correctly the shield hp of the troiar will be more than x2 the accumulator capacity.
Assuming a 60% resist on the armor tanking bot, the troiar will still have more effective hp.  A possible exception is an intakt being hit by kinetic damage.  Even then I would rather fight an intakt in a kain because it could be worn down eventually even if it hides behind a tree.

The point is the stats are similar but the troiar's accumulator is part of it's hit points and it regenerates quite fast.

A cameleon chasing down a mech will take damage if it goes into the open, it can then dart back into cover and avoid further damage until it gets close but it can't keep doing that forever.  The troiar will regenerate the damage from that volley and keep going.

349

(67 replies, posted in Balancing)

The chameleon and intact are fragile and tackling with them requires hiding behind cover.  In addition its not practical to fit a rep on them so any damage they take stays.

The trojar is much tougher and regenerates it's effective hp.  This is fine for it's role as a neutraliser but takes the fun out of the tackling game for both sides because:
1) It's easy to charge right up to an enemy mech and demob them without taking care to avoid a volley or two.
2) The enemy has no chance of taking down the tackling trojar in a reasonable time and may as well give up when tackled by one.

If you think either of the above points is wrong please provide an example of a specific situation when it was not true (lets try to avoid the theorycraft, i am talking about what i see every day).

I am not saying "nurf the trojar as a whole".  It needs to be tougher than the chameleon and the intact to get LOS and neutralise targets BUT as it stands it's disproportionately good at tackling and holding things in place.  Imo this needs a creative solution.  One suggestion may be to give it a penalty to demobiliser energy consumption.


TLDR: Trojars need to be tough to fulfill their role as neutralisers but that makes them incredibly tough tacklers.  This needs to be addressed with some kind of rebalancing rather than a simple nurf.

Fire away smile

pew pew