76

(69 replies, posted in General discussion)

Requests? Country! I mean come on, what better music to farm to than country? ( if you say techno/trance I'll stab you with my hedgehog )

77

(131 replies, posted in General discussion)

It's a perpetual cycle that essentially is leading to the breakdown of the public market. New corp comes along, nothing on the market to buy in reliable amounts. Corp starts up own market and industry to supply it's members. Corp purchases outside of internal market to push forward research and buy raw materials to manufacture with, depending on their needs and own supply. Once the corp reaches a point where they can supply everything they need through their own tech tree, there's no real point to going to the public market aside to sell surplus. ( which doesn't happen often in an active enough PvP guild )

Over a looooooooooooong enough time, the market will open up for higher tier stuff, but that's only after a corp reaches the pinnacle of their research and have thoroughly saturated their own supplies. The public will basically get the excess... but again, who's going to be buying this stuff? Most other big corps who make it that far to have a reasonable wealth to demand t4 steadily will have their own supply they fostered with the initial buildup of their industry. So it will basically be slim pickings from new corps or members who don't have the tech yet. There's really not much of a middle ground. The existence of internal markets almost insures that the public market won't see much attention which will put people off it's desirability and on to establishing their own corps internal market. Ad nasuem.

The problem with stamping a game with 'sandbox' is that it too often just means a FFA PvP-centric game. When a lot of the fun and interest in a game pivots off PvP, well, that's basically the setting of the game as a whole. It seems to be the descriptor of this game. When the player numbers are up, things get fun, when the numbers are down, things are boring. If you want a true sandbox you need to make every aspect interesting for everyone and not just the PvP crowd. I think that's partly why this game has had such a stifled launch. Too much time has been spent tweaking and catering to PvP. There's not enough off peak content to play around with that keeps people interested. From grinding mindless npc's to mining until you want to stab yourself in the face, these activities basically lead you to assets used in or for sales directly to those wanting it for PvP. There’s no real interesting aspects of the PvE and building side of this game, the fun factor is severely lop-sided towards PvP. There's nothing wrong with that, but this game is already niche and that just puts it in a niche of a niche. If we actually have more interesting facets outside of PvP and its randomness, the game will thrive more avidly. Beyond that, sticking with PvP centralization, things will just swing with however many players are online… which doesn’t seem to work in favor of smaller game communities.

79

(21 replies, posted in Feature discussion and requests)

Arilou wrote:

This is the main problem with the themepark approach. At some point, the devs will just have to draw a line in the sand for "traditional" MMOGamers and say, "Whatever you think an MMOG should be, this is what PO is. Now stuff your cliched quest and loot table paradigms and let us build our game."

Considering how much they have built off 'another' mmo, it's not really likely they could say that with much composure. ( So far anyway, I'll be happy when they can prove that wrong finally) Most of the things we've seen developed are largely fragmants of systems seen elsewhere. Those of which have then been tweaked and balanced a pile thanks to the communities ramblings and what have you. PO needs something in it's mechanics to define itself, to offer a unique system that would draw players in and keep them. Really right now we just have basic systems that have been well developed elsewhere. I'm sure in time we'll see something, but what that is, who knows. When is also a good question.

80

(131 replies, posted in General discussion)

Arga wrote:

A guess another option would be to require Sell Orders in corporate market to go to the Corp wallet and be taxed at the same rate as the open markets poster.


That right there is a good start.

81

(131 replies, posted in General discussion)

Maybe impose an overall corp cap to the amount of items that can be listed on an internal market? This would force people out of the internal markets largely as only important items would be posted so as to stay under the cap. You could also apply a tax to the internal markets and leave them open, but that would be a tad more finnicky as you'd then have to find a fair tax, but also one that would make the public market appealing again. Given the logistics headache and the fact that the open market would be a lot more competitive, the tax would likely have to be high to counter the glaring deterrents of a public market to a producer.

82

(131 replies, posted in General discussion)

Hrmm, from a producing perspective, the public market right now is pretty shoddy. While it may appear like it's ripe for the picking, it's not. The lack of supply on the market would normally indicate a boon for anyone with supply, but in reality it's lack of supply is because of all the internal markets. Demand is being met internally at market locations that are convenient to whomever's corp is setting up the market. Logistics is a pain in the arse in this game in my opinion, so moving around piles of goods is a big factor depending on where you're based, where minerals are and where you need to go for demand. If the demand is on your doorstep, it's as simple as sitting and stocking the internal market with lesser fees and watching your stocks sell. You'd inherently know what your corp wants and needs so it's not hard to market to your chums. This leaves public producers to cator to whom?  Unless they're in a corp they're not likely to even have the resources to do any substantial marketing and if they could anyway, they likely wouldn't even need the NIC at that point. You need a corp to build your research, so that's kind of the catch that's going to push you in to a corp and thus a private market. There isn't really any aspect of the current market model that makes the public market appealing. If that were untrue, the market wouldn't be a skeleton that's basically largely only used to sell raw goods to people likely to use said goods to manufacture items for their private markets.

83

(131 replies, posted in General discussion)

Yeah, it's easy to see how it's lucrative to make and use markets as such. But with all the quips about the markets being barren lately (and prior as well), it seems to be a bit of a predicament. Like I said, if they limited the internal market to make it viable, but not overly beneficial to using the public market the two could coincide. But as is, there's no real downfall to using the corp market and you even get the bonus of negating levied fees. It's almost as if AC wants us to use corp markets as opposed to the public market, which to me is largely detrimental to a game that needs a market that's player driven as everything is player made. It really has to suck for newer players when they try the game and cant even buy player orders and not only that, when they get subbed and find out the market pales in comparisson to what's likely subdivided amongst all the corp markets.

It's human nature to be lazy, which is what makes personal trading viable, but not readily used. The fact that people can post mass auctions internally and cheaper, means that there's not really an incentive to grow the public market when demand is being met internally by and largely by every other internal market. It's almost like a self fulfilling prophecy of the breakdown of public marketing. Limit internal so that private sales are still possible, but not a conduit to syphoning the public market appeal. It can be done, it just seems it was overlooked and so were the effects of internal markets.

84

(131 replies, posted in General discussion)

If a corp is using it as a mock market to avoid taxes and keeping supply off the main market, while meeting demands of players, then yeah, it is taking away from the public market. To have an internal system for corp usage is fine, but to make it tax free and a mirror of the public market, makes the public market less desirable. They should have something in place where sales are limited. That way you could supply your corp with necessary objects, such as your miner charges, but not take a swathe of items off the public market just to dodge taxes and keep things out of the general publics hands. There's nothing wrong with internal trading, there's even a trade function in game. But when the market is replicated and sub-sectioned, it just reinforces the splintering of the public market.

85

(131 replies, posted in General discussion)

That just shows an example of why I personally think corp markets should not have existed yet. The player base is too small to have a system like that which effectively seggregates and splinters the market. It leaves a lot of holes and makes the main market seem defficient. It's also kind of hard to see where demand lies if there's no supply and no way of really seeing who the sellers/suppliers are on the market. I also don't like how our market has been done 'elsewhere' and brought here like a carbon copy. The idea that you need skills to sell x amount of items or to reduce fees makes it a hinderance to the growth of the market. These sorts of things are usually governors for wild markets that could grow out of control, that's definitely not something we see in PO so these limits feel a bit questionable. Would the market go wild if these were removed? Not likely, even though the notion can't be dismissed. But I look at the current market model and it looks like it's better suited for a larger playerbase. If not because of the current state of the game, but also because of it's setup and restraints and fractioning with corp markets.

86

(57 replies, posted in Balancing)

Arga wrote:

And you found the flaw.

Consumables I can see working , but nothing like modules, which should remain player created.

If done right, not everything needs to be player created. It just needs to be handled in a way that doesn't ruin the market or parts there of. Offer alternatives, not definitive solutions. New mods can add flavor, but they dont need to become the FoTM that cripple present market slices.

87

(21 replies, posted in Feature discussion and requests)

What I suggested wasn't my answer to 'the problem', they were just simple suggestions of what could be expanded to no end other than someone's creativity. And to be honest, what I've heard about lvl 3's dont encompass much of anything to do with what I suggested either, but that's not really a point for discussions as it's quite moot. The issue at hand is the way the content is presented right now, well, it's lacking. Sure, maybe they have an ingenious plan they're working on ( slowly as everyone likes to put it ) but we don't really know that. Which is why people constantly bring the current lackluster content to the table to discuss. It doesn't matter what ideas I bring up, or you or anyone. It's a matter of what AC devises and concocts for us. Whether they're listening on this apsect, we don't know. Like I said, they could have a plan and are just ignoring us or maybe they don't quite know what to do yet. The purpose though, to lay forward these discussions is to keep on them if it's important. Which it seems it is. So, we can just carry on saying the game needs whatever until they say something or do something about it.

88

(57 replies, posted in Balancing)

Faction stores would actually be a nice bolster to the usefulness of missions. Granted that the stores offered items that you could only get in the stores. This would actually add a nice venue to get distracted with. It would also provide a bigger emphasis on choice if the factions all had their own style of items that they offered. This way people would be vying for a faction's rep for more than just using whatever terminal they want to manufacture/research out of. In example, maybe Pel/greens have nice launchers, mods that altered launchers for special buffs/debuffs or something else that plays off their strengths.

89

(21 replies, posted in Feature discussion and requests)

A split of both solo and group content is fine. I think it's just the matter of how they present it. If the depth of flavor is just by adding more mobs to a crowd or tougher mobs, well that really isn't much to do with depth so much as it's just throwing in more bodies to emulate difficulty. Which to a degree it does add difficulty, but it's not very tactful nor fun. I'm sure they could make random spawn camps of unique mobs, perhaps npc outposts or forward bases. I mean after all, we've been on this alien planet for a while now, you'd thing they'd establish a spearhead. What about the aliens OP's and their homelands? We're basically running around in open plains and mountains with next to no points of interest, aside again, varying sizes in spawns.

I would hope that with their new story writers they also implement something that makes this game more defined as I've pointed out this game needing about a billion times now. As it is, we're just a bunch of people running around on an alien planet blowing up the aliens only so that we can get better tech to kill each other more proficiently. It's as if the aliens are a side quotient, as opposed to the focus. This in itself is why the game feels so lacking. There's no real structure defining the NPC factions, they're basically just there for us to harvest.

Adding a cheap syndicate ammo, similar to how there's syndicate mods, would be a somewhat decent solution. The stats wouldn't be as high, but at least they'd have something to shoot with.

91

(131 replies, posted in General discussion)

Part of the reason why the market is dragging is because of the amount of time it takes to get in to making higher tier stuff steadily. The other part is the amount of churn in this game. It takes a lot of time and effort from a decent group of people to build up the NIC and kernels, not to mention get beta access for resources or some sort of supply deal. A lot of corps dissolve before they can really delve too deep in to this market. The few corps that have been here for larger sums of time are PvP corps and their interest in public industry and markets is likely minimal. If they do get high enough to make T4 in steady batches, why would they need the NIC, what else could they really need the cash for? They already have the most sought after items, there'd be no point in putting it on the market to possibly supply adversaries aside to maybe sell off something they have way too much of. ( which wont last long given the nature of pew pew pvp corps ) With the current model of this games research and manufacturing, we'd need to see a lot more emphasis on keeping indy folks long enough to actually setup a market and who knows how long that will take or what it will take. The changes to T1 were nice for entry level indy, but the high end will still remain a beta thing and right now that's just a seriously flustered subject.

92

(21 replies, posted in Feature discussion and requests)

I've been suggesting more content for a while now. The things outside of PvP to do are quite mundane. Mining and ratting are both very uneventful and missions are typically more hassle than they're worth. I've been poking at getting more revealed about this sort of stuff, but there's either nothing planned or it's quite far off. So until the time comes, you'll just have to make your own fun.

93

(7 replies, posted in General discussion)

I was one of those combat haulers. I think it's kind of an odd shuffle where T1 no longer requires high end minerals, yet they just added high end minerals to alpha mining. We could already get high end minerals in combat hauling, but now, it's shifted to mining and combat hauling is likely to become obsolete as I highly doubt most modules would outweigh plasma and other goodies you could get grinding. If you have multiple accounts and a hauler, well sure, why not. But if you don't, hauling back modules is likely to be taboo now thanks to the likely drop in prices.

94

(19 replies, posted in Feature discussion and requests)

Since high grade recycling was removed, I'm assuming that means any EP put in to it was refunded?

95

(31 replies, posted in General discussion)

Mammoth wrote:
Grim Faust wrote:

They need to buff up the perks to owning an OP or being on beta so that people actually want one.

How many outposts have no owner right now? Looks like people want them to me. Now they'll have to live there if they want to hold them too. Plus:

"getting paid when other groups use the outpost"
"block other corporations from entering"
"high discounts for services"
"maximum relation benefits"
"may also lock the Outpost docking mechanism"

On top of fast access to epriton, t4-5 kernels, higher level decoders from ratting and better artifact sites. There's a long list of advantages to outpost ownership. If you can't figure out a way to use them effectively that's not the games fault.

There needs to be a balance between enough incentive to take one, and so much incentive that you can't take one unless you have one.


For the record I accidently reported this post. I thought I was writing a reply, yet ended up writing a report instead. Hooray for the effects of long work days! Lol

Anyway, what I was generally saying ( as my brain has pretty much already forgotten ) however many OP's that are vacant right now is really a moot point. If you want to make a point to enforcing OP's being appealing at the moment you'd have to look at how many have actually changed hands due to people contending for them. Sitting on an OP because no one else cares to fight you for it and the actual contention of the land for beneficial perks are two very different situations... and I'm leaning on our situation as being the former.

96

(31 replies, posted in General discussion)

I posted this elsewhere, but I figured I'd share my thoughts on the forums here as well.

I like the idea, it's a solid foundation that actually nurtures activity in the beta areas. It also serves as a proxy for creating PvP as people seek these SAP's for their own OP or to harass the opposition. I still don't think it will solve the disparity of beta interest though. They need to buff up the perks to owning an OP or being on beta so that people actually want one. This release should go hand in hand with the new auras or something else in reflection of making the OP's more appealing. This change however is not unlike what I've mentioned before. The Dev's keep altering existing systems which is keeping them from actually adding new content to keep players interested. If they simply add just this, it will only really change how people control OP's. It still won't touch on actually getting people to want one. In fact, without better perks this new prolonged capturing and control system could deter people from putting in effort if the reward seems lack-luster

Broccoli bots are awesome simply because you can run in to combat screaming " FIRE ZE MISSILES! "

98

(386 replies, posted in News and information)

800

99

(33 replies, posted in General discussion)

There are a lot of things that could be done with PO. The best thing that could be said to sum up my opinion is that the game needs more content to engage people. Sandbox's are great because of the freedom you get, to do what you like and have no pre-defined theme park mmo style path to follow. PO doesn't really offer much yet though. Sure you can do what you want, but when you have nothing of greater importance to do, that freedom doesn't really seem as rewarding. It's like putting someone in an empty room and telling them they can do absolutely anything they please. You can see how moot freedom becomes when there's no content to interact with.

Currently in game you can artifact scan, run assignments, hunt npc's, mine and produce. I won't include roaming/intrusions because you can't do that when you want, that's a concept driven by the players for roaming and a set schedule for intrusions. At any rate, the game needs more flavor. The end game was highly over looked. I'm doing now what I could do as a newbie. For a sandbox, that's somewhat expected. But in our case, there's no 'newer' system you can engage in as a vet that a new player can't do. So essentially, from day one you're really seeing all the content the game has to offer. The main difference between day one and somewhere down the road is what tier of gear you're fitting . There's no interesting concepts that define PO. You have all the basics of crafting, questing and farming as in any other game.  PO has a good foundation for growing, but it's not going to grow if all that's being done is random balances and changes to the already existing content sets.

The change to outposts is interesting at most, but again why have them? To buff your members so they can partake in content that's already there? Where's this game going? Where's terraforming and player built structures? What systems are the PO team developing that will actually define PO and keep people playing? All I've really heard about is more weapons and paint and basically things that aren't really going to do anything aside change how people interact with current systems. Without new systems, this game is not going to grow. Where's this game heading and when are we going to start seeing new systems to play with?

100

(111 replies, posted in Q & A)

Im kinda glad assaults are being looked at yet again. As frustrating as they were earlier, the recent changes made things even more bizzare. Assaults were getting popped way to easily before because they were slow and easy fodder for mech's range. So the Dev's made them stealthy so that they could sneak up without being range popped. But then, that just made everyone roam in assaults due to how easy it is to sneak up on someone and gank them with proper scouting. Then the speed bump just made them even more OP. They were questionable as it is with stealth and prior speeds.

I don't mind fighting sneaky assaults, but the fact that they're all sneaky, fast and have the same firepower capacity as before is just too much. Having to choose between stealth and combat ready will be interesting.  More variety in bots is essential. Being able to define a bot with mods is great, but there should be a good assortment of bot roles on each level of the weight class'. Having one bot in one weight class and giving them all the same perks is grounds for cheese tactics and fitting bias as we saw with Kains and now assaults.

If we start to see more bot types with actual specific bonus' and weakness' I think we'll start to see more variance in combat encounters and not just whatever FoTM build comes out. When you have people constantly using one class of bot you know something is wrong. That's when you need to make variety more emphasised and beneficial. Mods are great in their variety, but one bot should not be able to take advantage of the majority of them just because of how you build them. Your combat role should be based on your bot and not your mods, mods should just help define what your bot is already supposed to be doing.