Ville wrote:

Please allow weapons to shoot through shields, thank you.

Tbh shields are so weak and there is such a trade off between shield DPS and shield tank that its not a terrible idea.

My only concern is preventing a shield on every bot. Maybe give greens a racial bonus?

52

(171 replies, posted in Testing server)

Can I suggest altering the spawns to mirror gangs a bit more for the high level missions. Some dps heavies, a bit of support ewar and even an RR not would be great. If you increased the NPC deadliness as a gang you require more cooperative (and therefore more fun) PVE where primaries are important.

Is my base still even alive on gamma?

Annihilator wrote:

I consider upgrading to win10 within the first half year after release (after upgrade hotfixes) -> has anyone tested already how well perp runs on the beta version?

Works fine

55

(171 replies, posted in Testing server)

Also given the amount of historical token dodgyness can we have a multiplier on future token rewards and costs to make current stockpiles worth less and future PVE worth doing. Maybe increase all token costs and rewards by a factor of ten - twenty.

56

(171 replies, posted in Testing server)

DEV Zoom wrote:

There will be inevitably locations more popular than others, due to landscape, structure locations, and so on. We have made statistical tools already that can tell us a lot about what players do with random missions. But even manually it will be hard to decide what is a natural spike and normal usage, and what could be a problem on long term. So it would be even harder to program watchdogs for this if you don't know what to set the alarm for. Obviously big spikes will be easy to see even so.

All you would need to do is build in a table that counts the number of times a mission has been done. It then works that out as a percentage of total missions done. If there's ten missions and this mission is done 20% of the time missions are done it uses a multiplier in the mission reward to reduce the payout. I would suggest 50% of payout be related to this.

Therefore in this case 20% would be double the base line reducing multiplier payout by 50% and total payout by 25%.

In an ideal world this multiplier would also impact the mission rats drop of plasma and mods, I can however see this being a bit more work as you would need mission specific rats in the loot tables.

The point of this is missions would self balance. You would never have the situation found in the last mission system where one specific kind of mission far outweighs another. With the best will in the world Zoom, you don't know what this mission system is capable of producing from a nic per hour basis and historically if people find a way to maximise then they will. It's up to the mechanics to be built to respond to that.

57

(171 replies, posted in Testing server)

DEV Zoom wrote:
Tonnik wrote:

My only other concern is squad missions, I would be very wary of how many tokens can enter the game. Is there any way of making mission rewards dynamic so that if one type in one place is used a lot comparatively it lowers the reward?

Maybe this wasn't clear, but tokens are only awarded for the assignment owner (and does not scale with squad size). Only NIC and relation are squad-wide rewards.

But I could complete some missions faster with multiple alts in a squad. The concern is that this could generate a comparatively high amount. By having the mission rewards auto balance you can prevent that.

If one type of mission in one location is getting significantly more action than others then that should devalue and redistribute that value to other locations. Just like that got girl who gets less attractive the more you bang her making her friends comparatively better looking.

58

(171 replies, posted in Testing server)

DEV Zoom wrote:
Ville wrote:

Can you explain this in terms us simple folk can understand?

Static orange spawns: you shooty-shooty one npc, same kind buddies come and shooty you.
Random missions: you shooty-shooty one npc, whole group comes to kick your butt.

Good change. This should help prevent multi spawning for farming purposes.

My only other concern is squad missions, I would be very wary of how many tokens can enter the game. Is there any way of making mission rewards dynamic so that if one type in one place is used a lot comparatively it lowers the reward?

DEV Zoom wrote:

That's the plan. Unless someone thinks that would be bad for PvP/intrusion/powerprojection/babies/squirrels/etc.

no they are good for pvp really, adds an extra dimension to fights

60

(93 replies, posted in Feature discussion and requests)

DEV Zoom wrote:
Tonnik wrote:

Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.

Yeah I'm sure the investigations and policing won't take away any useful development time...

is it not easy letting guns prioritise agents over npc's?

61

(93 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

Setting them to shoot NPCs is easy, but to make it a proper feature we still need additional things, UI control, and the stuff Jita mentioned for example.

Well just add it as is and let people know that using them as chaff for base guns is considered an exploit.

62

(93 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

Missions are still a priority right now, I just made the topic so we can talk about it in the meantime. But apparently the general consensus is that we should do this.

Enabling macros since 2007.

Serious question Zoom. Since macros are practically allowed now can you change liquid mining to make it a bit more difficult?

New features teased beforehand

You could do this with so much stuff in game on the cheap .. it wouldn't look as slick but it's much better than nothing.

https://www.youtube.com/watch?v=7WC0aoqv12E

I thought a change was put in place so the whole base defended itself regardless of settings if attacked? I remember that being on the list of requests for gamma 2.0

Found it:

■ If a friendly attacks a building, all the turrets in the same network need to turn on him.

Did this not apply in this case?

There is a stale market because three people and a turnip play the game and by now even the turnip has completed research and has whatever they need.

What the devs call power creep is actually the only way to maintain industrial content including an active market.

Maverick519 wrote:

Looking to join, 32, english speaking, ts3, 3 accounts

did you used to be in RG?

Annihilator wrote:

what you are asking for is to revert a chain of bad decissions regarding least-effort mechanic coding, back to what it was before. (and i am not really against it.)

we've asked for this a lot lately big_smile

68

(18 replies, posted in Feature discussion and requests)

Syndic wrote:

Dropping standard terminals on Epri fields for safe mining isn't fun or risky, its an abomination of carebearism.

This is the main problem. Fix this and by all means put epi on gamma as it would give people a reason to roam gamma while now there is none.

While your at it stop in base noralgis production.

Chemist wrote:

Make a pets that will crawl and collect the loot. lol

You could call them 'decepticons'

Are we pretending that it was to kill botters? Or even that you used a tyrannos? You were dragging them with castles on top of scarabs ask on the station. I saw people quit the game over it. It's dumb and should have been dealt with instead of nerfing the mechanic. Nerf the behaviour.

Zoom you can't build a game based around how *** will act. Just state that dragging spawns with the intention of griefing people is actionable under the EULA and put them back how they were.

When I first came to perpetuum one of the things that stood out to me was how challenging rats were. One mech that was tier 4 would provide a realisticly hard challenge and possible death for the same sized mech in a newish player. The rats had teeth. Now they are the same dull *** that eve had before sleepers, cicidians and incursions.

+1 burial

73

(93 replies, posted in Feature discussion and requests)

T3xasp3t3 wrote:

i understand your point jita, but you yourself have said gamma is near useless and the red spwans messing up the saftey of bases is screwing with any usefulness there was to begin with. Its something that is a simple and hopefully quick fix to let gamma keep what little usefulness it has.

Actually my point is gamma should be useful but only as a place to gather resources and produce. Thats why I think epriton should be on gamma and mineral spawns should be auto repositioned more than 1km away from a station when its built. Gamma should be lucrative and dangerous with pockets of controlled safety.

We dont have this now - the only thing on gamma thats worth anything - noralgis - can be planted under a guns. Beacons can also be done under guns. Changing red spawns really makes little difference to that dynamic apart from allowing yet more afk mining.

The whole point of the new gamma was to make gamma living better value than anywhere else considerably but roamable as to get that value you needed to be at risk. In that it has failed miserably and this change does not impact that in a good way imo. It's QOL for residents at best.

74

(93 replies, posted in Feature discussion and requests)

T3xasp3t3 wrote:

this matters to the people who live on gamma

I know but in that time you could have 6 new tiers of npc dropped faction loot. You could retask prototype bots in to a specialised version of their counterparts. You could make a real difference.

Its nice, don't get me wrong, i just don't see it as a priority when so much low hanging tasty fruit is available.

75

(93 replies, posted in Feature discussion and requests)

Tbh for the 8 - 16 hours this will take you could have so much more stuff that matters