26

(201 replies, posted in Testing server)

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.

27

(201 replies, posted in Testing server)

sauce: http://themittani.com/features/rethinki … page=0%2C0

Quite a good article (not by mittens) there.

We’re playing today in a nullsec which is almost completely bipolar. Many decry this as the result of inferior players simply averse to risk, but the reality is that this is the natural outcome of the current sov system. These coalitions are created and driven by the game mechanics that necessitate their existence.

That made me smile smile

Having isk alone should not be sufficient to hold sov. Holding sov should only cost a token amount of isk, but should require a significant expenditure of effort on the part of the residents. Not effort in the sense of fueling POS, but actually living there and using the space.

See we are all in the same space-boat.

28

(201 replies, posted in Testing server)

Shadowmine wrote:

I still say its a good change. It's not like this change prevents you from using a heavy with logi to farm npcs. It just makes it a little more difficult and adds in a little risk of actually losing a bot. At a certain point, farming npcs is about as safe as mining on alpha. The only real risk was if a spawn rolled up on me while I was running to the beer store. I couldn't tell you the last time I lost a bot while farming npcs. It just seems like it shouldn't be that safe...

What about the side effect on miners that transfer energy or on pvp fleets that want to run RSA?

29

(201 replies, posted in Testing server)

Just to add to the above.  I don't think people are against challenging content per se.  It's just that grinding a spawn or doing beacons is only going to be challenging if you chose to make it hard for yourself (like spawn a lot of beacons at once but apparently that's an exploit). 

If you want to make something hard you also have to make it worth doing or people simply won't bother.

30

(201 replies, posted in Testing server)

Well, there is grinding and there is grinding.  At the moment I am grinding towards a jet in war thunder.  Except what I am really doing is learning to fly a bunch of planes against real players who are often more experienced/better pilots than me.  In the higher tiers, in the realistic battles mode, every kill feels like an achievement.  There the "grind" is hard.

Ok, so war thunder it's not an mmo but the mmo market has been stale for years and it's only a matter of time before someone puts two and two together and makes an mmo where the grind is enjoyable and challenging.

Like Cassius said, in perp (like most other mmos) the grind is a means to an end and is just about efficiency.

31

(201 replies, posted in Testing server)

DEV Zoom wrote:

We could of course do the same for weapons, NPC aggro when you're just PvPing someone. But I don't think that's needed to deal with the root issue, which is support bots standing around 24/7 unharmed. (Although this would solve the problem of different type spawns not aggroing in one place, but that will be reworked anyway somewhere around the mission revamp.)

People don't go around "just PvPing someone" in your game.  Any half decent mech/heavy fleet will involve RSAs and that will agro the NPCs.  This may not be such a big issue but it's symptomatic of your one-size-fits-all approach to balance changes.

As for "Ville's easy mode", do you think people who have played this game for more than a month log in every day thinking "ooh I wonder if I will be able to farm that hard spawn today, let me go and try". 
People farm spawns just to make NIC and get resources to do things that are actually fun, like PvP or even production and research.  Please find me one person who plays the game because they just love to farm spawns.

Farming spawns is never going to be "hard" because people will simply move to easier spawns or do something else that gives them better NIC per hour rather than risking their pve bot day in day out on a "hard" spawn.

What you are really doing with a change like that is
1) Changing the economics of farming.  Weather NPCs do or do not shoot your support is not the issue here.  The issue is that you are again increasing the number of man hours required to obtain things in the game.
2) Introducing a bunch of side effects that people will try to exploit in PvP and god knows where else.
3) Also nerfing people who use energy transfer for mining (filthy multiboxing bastards had it coming I guess).

So if your idea of a challenging game is one in which people spend 95% of their time farming, don't be surprised if you are not getting a lot of players.

Again I am not saying that NPCs should not attack follow bots but please be consistent.  With this change it becomes more dangerous to RSA someone than to actually lock and shoot an NPC. It would make sense if RSAing the character actually shooting the NPC caused agro.  It would also make sense if you made the NPCs red but that is a whole different story.

P.S. nice work on the shooting of land tiles, that one's a bit overdue.
P.P.S. space bar does not seem to work in the current test build

32

(49 replies, posted in General discussion)

Well, I see no harm in posting lists in this thread.

What keeps me playing:
1. PvP (when it's actually happening).
2. Doing things in PvP zones (but it's not been worth the risk recently).
3. Producing things (I would also sell more things if I could produce more of an excess, I am actually a massive carebear).

Things I dislike:
1. Farming NPCs / beacons.
2. Any kind of grinding really.
3. The anemic market.

33

(201 replies, posted in Testing server)

Hmm, doesn't this kind of turn orange NPCs into guards/peacekeepers, especially on beta?

34

(201 replies, posted in Testing server)

DEV Zoom wrote:

There is a change for NPC AI now out on the test server that you can try. Orange NPCs will now attack you if you use remote support modules within their aggro range, even if you don't agress them directly. This includes remote armor repairer, remote energy transferer, and remote sensor booster.

Haven't had the chance to test this yet but will they agress anyone who is, for example, transferring energy to their miner in the vicinity?
Or anyone who is shooting another player in their vicinity?

35

(49 replies, posted in General discussion)

I think they should do a survey in which they ask players what they enjoy most about the game and what keeps them playing as well as what they dislike most.

Silkdawn wrote:

Now, I must say Im pretty new here, but NO to Gamma islands seems like a deathsentence to this game. Thats the only true sandbox feature in it.

The reason I gave this game the finger in the first place as a closed beta tester back in the days is because I discovered the beta islands had only fixed stations. I felt robbed as so many other promising "we are gonna be a sandbox game" games back in those days. They *BEEP*ed it up closer to release, worst game ever to do it was Dark Fall. 7 years later in their production, just before release, there was only a skillbased system left, no sandbox what so ever.

Im not saying this game couldnt use some more content in other areas, but without the only thing actually making this game a sandbox game, its over, IMO.

Don't get me wrong, I think gamma should be the endgame and terraforming is a very cool feature in principle.  However, these things are hard to balance.  The first incarnation of gamma gave players the tools to lock down whole islands to the point where a full scale siege was the only way that a hostile force could get on the island.  Hopefully this version will be more balanced.

Secondly, if you want to go out and build a base once gamma is released, you are going to need a few billion NIC and people to defend your investment.  Otherwise you can just have the odd ninja terminal here or there.

EDIT: Obviously the devs are now committed to finishing the current iteration of gamma but the point is that the shortage of beta islands, the small number of teleports leading from alpha to pvp zones and the lack of connections between beta islands of different colours are things that will still need to be addressed.

37

(35 replies, posted in Balancing)

Even with the troiar, you would just have to use cover more and sometimes let go of your target, sound more fun / less dual-boxable to me.

38

(35 replies, posted in Balancing)

I am liking the sound of that big_smile

EDIT: Driving an mk1 camelion with an evasive instead of a shield is actually a lot of fun but a shield is the sensible thing to fit.

39

(35 replies, posted in Balancing)

I think it would make pvp more fun.

40

(35 replies, posted in Balancing)

Gremrod wrote:

This would break the game.

... and cause droughts and famine?

41

(113 replies, posted in Testing server)

Gwyndor wrote:

It should require a small squad to scout the flanks, not a module that gives you a huge warning where people are.  It encourages more blobs and less squads working in unison.

*I'm too lazy to explain my opinion in a meaningful way.*

Yep that's the whole point of the change isn't it?  To make other scouting roles viable and to reduce the amount of land that can be scouted in a given amount of time.  Effectively making the islands bigger and tactics more varied.

(Or you could and more islands and more ways on/off those islands but that's a whole other topic)

42

(35 replies, posted in Balancing)

Suggestion:
Don't allow a player to activate their demob while their shield is up.  Same mechanic as not being able to shoot with the shield up.

Should spice things up a bit.

gl hf

43

(6 replies, posted in General discussion)

While we are imguring, this one describes perp pvp nicely:

http://imgur.com/gallery/KqBFr0l

44

(7 replies, posted in Feature discussion and requests)

*I'm too lazy to explain my opinion in a meaningful way.*

45

(18 replies, posted in Feature discussion and requests)

*I'm too lazy to explain my opinion in a meaningful way.*

Tonnik wrote:
Kaldenines wrote:
Ville wrote:

Wow!  At 5 million Nic you could buy a yagel!  And even T3 fit it!

Yes it's quite funny really.  Even if that was 20 million NIC that's still a laughably small amount when you consider the cost of a T4 fitted mech (not to mention mk2).

If that doesn't show that producing things in this game is too costly, in terms of hours of work that someone in the game will have had to put in, I don't know what does.

EDIT: To reply to the topic, I would prefer to see a sensible highway network and those mission huts that the devs talked about first.  Simply teleporting everywhere is a very EVE-like solution and EvE is better at being EvE than Perp is.

I totally disagree tbh. Four or five guys with good skills can do a million plasma in a day without too much effort. Including the other drops your looking at 400 million nic for a days work which will pretty much replace a full welded fleet in a days work.

If anything I think alpha payouts are too high, two hours work for one guy shouldn't get a fully fit mk2 mech.

Is that at a spawn or with bacons?

I would not spend a day farming spawns/beacons for 400 million NIC and it's not that I don't need the cash, I just prefer to do other things with my time.  I think most people who have played this game for a while think the same way.

EDIT: also it may replace the raw material cost of things but 400mil doesn't go all that far on the market if you are not a manufacturer (with research unlocked).

Ville wrote:
Annihilator wrote:

on another note, just running a few alpha2 missions, lvl4, without maxed mission extensions, i made in 1 hour:
2,330,989 NIC Mission reward
0,461,706 NIC in Common Kernels
0,309,243 NIC in hitech Kernels
1,164,240 NIC in ICS Tokens
0,444,400 NIC in lvl8 Decoder
0,600,950 NIC in blue Plasma
=
5,311,528 NIC, not counting the other less worth loot, neither checking for the highest bidder.

could have done a little more, but the RNG god didn't like me at the fourth run, and the rewards per run would increase even more with the next few runs.

Wow!  At 5 million Nic you could buy a yagel!  And even T3 fit it!

Yes it's quite funny really.  Even if that was 20 million NIC that's still a laughably small amount when you consider the cost of a T4 fitted mech (not to mention mk2).

If that doesn't show that producing things in this game is too costly, in terms of hours of work that someone in the game will have had to put in, I don't know what does.

EDIT: To reply to the topic, I would prefer to see a sensible highway network and those mission huts that the devs talked about first.  Simply teleporting everywhere is a very EVE-like solution and EvE is better at being EvE than Perp is.

48

(26 replies, posted in Q & A)

You can judge the health of this game just by looking at the killboard.

Even when there were relatively many kills in one month, the fact that they were almost all on one island was a dead giveaway that things were broken.  Well they are still broken in a number of very fundamental ways.

Devoting all this time to gamma is like building a beautiful cathedral on foundations laid down for a barn.

49

(0 replies, posted in Bugs)

Just a heads up.

The pvp flag on the test server appears to not reset the countdown to full after the first shot is fired.
Seems like this may be an interface bug only and the flag is actually being reset to full (just looks like its about to drop)

I've played around with this a bit and its happening when I have the game window in focus and then switch to another window by pressing the windows key (to bring up my task bar which is hidden by default) and clicking on the other program's icon.

So right now i can move my robot around while typing wasd in this window.
Interestingly this does not happen when the in game chat window is selected so I can't type in both the game and in here at the same time. Hope that helps.