201

(45 replies, posted in Q & A)

Speed is critical for scouts.  Almost in every single situation, it is not worth adding anything other than a lightweight frame and speed nexus (for Mk2) to a light detector.  In fact for pvp a T4 or at least T3 detector is a must.  However, I think its a problem with the way that detector modules function rather than with light bots themselves.

It is in theory possible for someone to be playing with a single account and running a detector bot but in practice it makes much more sense for someone to use a detector alt since that way they can still participate in the fight using their main account.

It seems that light bots lack the head slots to be of much use in a fight.  Light-ewar out runs them and assaults out tank and out damage them.

Either way there isn't really enough pvp going on to see if there is a combat role which could be filled by lights.

202

(34 replies, posted in Feature discussion and requests)

Oh yes, how could I forget...

It was bad long before walls though.

The thing is that killing miners isn't really PvP.  It's PvHP (Player vs Helpless Player or Player vs Hit Points on the industrial bot).  What is needed for a fun game is for there to be fights between foes of comparable ability and some kind of benefit for the winner (other than looting the enemy's red-damaged T1 armor plate)

203

(2 replies, posted in Q & A)

Just curious if it was an intentional change and what the reasoning was.  Also what do people think of it?  I think the masking value for mobile TPs is too low at the moment but I don't have that strong an opinion about it yet.

204

(34 replies, posted in Feature discussion and requests)

Sundial, that's exactly what I'm talking about.  I remember roaming for hours and not finding anything even when the population was high.  It's a problem that's been there from the start.

Imo the fundamental reason for it is that people have nothing to gain (in terms of resources/NIC) by running around beta in pvp fit bots. 

When people do need to do missions or mine they group up and use detectors, scouts and probes to be almost 100% safe.  This may be more "realistic" but it doesn't make for a fun game.

I'm not saying we should make mining or regular mission running risky at this point because most people (even vets) can't afford to lose their mining or mission running bots (since they are such a logistical pain to replace).  What I'm suggesting is that there should be rewards for people who are willing to risk relatively cheaply fit pvp bots. 

At the moment that kind of casual pvp is punished in two ways:
1) you don't win anything.
2) odds are you won't even find a fight and will simply have wasted hours of your time.

Perpetuum has immense potential but new players are rightly skeptical given the ridiculous amount of time you need to spend grinding compared to the time you may spend doing something exciting.

205

(34 replies, posted in Feature discussion and requests)

Imo the lack of casual pvp is still the biggest single reason for the low population.  Closely followed by lack of advertising.

Perhaps missions that would ask you to hunt down a specific (randomly chosen) npc on a beta or gamma island (and pay out a hefty bounty and standings reward) would be a straight forward way to address this.

206

(41 replies, posted in Feature discussion and requests)

Seeding may be a necessary evil at this point.

207

(56 replies, posted in Feature discussion and requests)

Thanks for your response Zoom, i realise its not an easy thing to balance but its reassuring to hear that the devs are thinking about it.

208

(7 replies, posted in Balancing)

Perhaps i should add that imo turrets should also have a reinforcement timer (but ofc shut down when they are reinforced).

The whole point is that defenders shouldn't lose stuff while they sleep but at the same time the defences shouldn't be invincible.

209

(7 replies, posted in Balancing)

Well I guess just because he is a troll doesn't mean he's always wrong smile

210

(6 replies, posted in Guides and Resources)

A very helpful summary, thanks.

211

(56 replies, posted in Feature discussion and requests)

A quote from a recent beginner's guide to industry by Goffer:

"Warning: The first items are quite easy to unlock, but it will take kernels worth more than 1 billion NIC to unlock the first really interessting items."

To the devs: is this really what you want newcomers to the game to see after they do a few missions and decide they want to go into industry because there's not enough stuff on the market?

It would be really nice to have some kind of dev response, at least along the lines of "this is working as intended" or "we were expecting it to be cheaper based on the population at the time" or simply a "we are aware of this".

So what you are saying is that the view distance should be constant and based only on the bot doing the detecting, not on the bot being detected?

Because at the moment it works like this:
http://www.perpetuum-online.com/Help:Si … nd_masking

Imo detector modules are far too powerful as they are.  It's possible to scout a whole island in a short period of time with a single light detector.  It's also another (practically) compulsory module for any gang to have as without it you are at a huge disadvantage.

213

(18 replies, posted in General discussion)

Wait, so even Arga never finished the tech tree?

You know you can change the size of the white circle right?

What do you mean by "base view"?  Currently the distance at which you see bots depends on the ratio of your signal detection to their signal masking.

So are you suggesting that detector modules should be removed?

215

(18 replies, posted in General discussion)

An M2S member recently had a dream that there was an island in the game owned by a man called Arga.  On that island there were 1km high solid walls exactly 2km from each teleport.  The tops of the walls were lined with buildings in such a way that they could not be teraformed down and the building could not be shot.  In one place the wall was narrow so that materials could be passed between cans.  Ore and plant merchants would bring foreign goods from far away lands and exchange them for high tire items and other commodities.  He dreamt that he alone was granted access to the island.  This is how he described it...

"Be not afeard; the isle is full of noises,
Sounds and sweet airs, that give delight and hurt not.
Sometimes a thousand twangling instruments
Will hum about mine ears, and sometime voices
That, if I then had waked after long sleep,
Will make me sleep again: and then, in dreaming,
The clouds methought would open and show riches
Ready to drop upon me that, when I waked,
I cried to dream again."

216

(34 replies, posted in Feature discussion and requests)

Best post I've seen in a long time.  Devs please pay attention smile

217

(28 replies, posted in Balancing)

Nobody is buying because:
1) There is no demand for replacements since there's no good reason to risk losing a bot.
2) Its sooo expensive, not because of the price you are selling at but because of all the mats it needs.
3) Any serious producer is someone who has spent hours and hours grinding (or had a corp do it for them) and they don't need to buy a prototype, they make their own.

Ludlow Bursar wrote:

I'd like to see a new stage to robot construction.

I'd like to see them made from components and commodities. For example, weapon mountings, drive motors, circuit boards, resistance plating (factional commodities can come in here), hydraulic joints etc.

The thinking here is that newer players would have more market opportunities and, since components would effectively compress materials, building bots on Beta and Gamma would not require quite so many scarabs full of ore to be shipped to the higher point facilities.

Now that's a cool idea.

Although if it was to be introduced I think it would need to be done in such a way as to make producing things easier (ie reduce the time and material requirements for production).  Otherwise it would just be another barrier to getting products on the market and we all know how well that's doing atm.

219

(71 replies, posted in Guides and Resources)

Very nice!  I like the style.  The only thing I would add is that there is a lot of white on the screen which I find a little too bright.  Maybe some light grey shading or some kind of light grey outline/picture/pattern in the background would work.

220

(56 replies, posted in Feature discussion and requests)

The hybrid system sounds like fun.  Maybe its so late that it's no longer too late.  It seems to me that things are so dire that radical changes are justified.  It's not like the DEVs shy away from big changes when introducing new stuff.  In that other game anyone could make a character, spend some SP and become an effective producer (yes i know this for a fact because i didn't have to pay real money for that game).  Here the barrier to entry is so painfully huge it's hardly surprising that the whole server relies on a handful of people for their gear. 

Perhaps getting access to the research could be relatively easy but kernels would subsequently improve efficiency as suggested previously

221

(3 replies, posted in Bugs)

Seems like this problem has been a bit worse recently :S

Imo the detection mechanic needs an overhaul.  The ping should come from the bot activating the detector and be seen by everyone else...

223

(136 replies, posted in News and information)

Sounds like the gamma NPCs are just a nuisance for miners :S

224

(136 replies, posted in News and information)

Yeah the NPC & turret thing is odd too.  Ideally turrets should shoot NPCs and NPCs should avoid turrets (rather than just drop free loot all the time).  However I imagine there would be a few technical difficulties in implementing that?

I have to say I love idea of being able to terraform anywhere on an island but given the way things are in the game atm I think the most realistic solution would be to only allow terraforming in the vicinity of a terminal.  That would lead to people building right next to the ocean though, which is why I would still suggest that there should be a non-terraformable boundary near the sea.

225

(136 replies, posted in News and information)

Removing useful loot from SAP cans would only benefits corps which want to hold a beta outpost while living on gamma.  The SAP cans were the only good thing about intrusion 2.0 tbh.  Imo the beta intrusion system still needs changes, walls should be removed from beta and gamma made passable around the perimeter without the need for terraforming.  That's my 2c.

Spark teleports without any cooldown would be a bit odd imo.  In fact if the game had a population of 1k active people per night I would say it's horribly overpowered.  As it stands I can't tell how it would turn out.  Nobody seems to pvp anymore anyway so maybe it would encourage some fights.