Ville wrote:

New: Buildings can only be placed within the network construction range of terminals (1-1.5 km depending on tier). Also, you are not allowed to connect any abandoned building to your network that is outside of this range. The exceptions from both of these rules are: mining outposts, energy wells, accelerator strips, and command relays.

-This is bad.  IMO

I know your trying to stop sprawl but it really is limiting.

Its supposed to be. Islands of protection not teleport coverage was a key aim.

127

(13 replies, posted in Q & A)

Don't mine what you need, mine what is most efficient. It's often better to mine one resource, sell it and buy the other.

128

(78 replies, posted in General discussion)

Celebro wrote:
Syndic wrote:

Basement development isn't an excuse for inability to write a few articles monthly.

There is a tide of indie titles coming out every month on Steam, without constant buzz creation you don't get anywhere. Or, you get exactly where the game is - dead.

When is the last news entry for Perp on Steam?

2 July 2014

Yeah so true, this turtle type development has got to stop.

+1

129

(78 replies, posted in General discussion)

Celebro wrote:

Sell the game or part of it to an investor who believes it has potential. At this rate of development, gamma, missions, new engine, more bots and modules and balancing will get done by 2020 by that time the engine/gfx would be outdated again. hmm

I would imagine they have tried by now. Its hard to sell something thats effectively worthless and a game that has no playerbase and doesn't make money is that.

130

(78 replies, posted in General discussion)

Celebro wrote:
Syndic wrote:
Inda wrote:

Syndic, probably you misunderstand me . I wasnt exactly clear there.

I meant after on the testerver testing, because bugs and some problem will occur in a real server only, so they will have time to fix that. So when PVE 2.0 and Early Acces happens they wont experience this huge bugs/lags/etc. and more patches to fix that. And another things just only on the real Gamma can happens, and also we also just can deicde that changes was good or not only on the live server.

And as you mentioned. The server problem caused lots of decresing playerbase :S

PS: Maybe a DEV Tournament also can help a bit !

You don't get it.

The game doesn't need a mega-content patch of PVE 2.0 in 7-8 months, or a DEV tournament.

The game needs weekly or biweekly small PVE content patches and they need to be consistent like clockwork, with a blog & newsletter coming out every month.

Community Management is a full-time job, not something a part-artist part-coder part-moderator part-smartass does in his freebie time during lunchbreak at his real job.

You are right somewhat but your expectation is not realistic, considering this is just a 'basement development' title not a big AAA mmo.

I've never understood why they don't get people doing work experience from local universities to help out. I'm sure lots of folks would like the idea of working for an indy game developer for the summer. It might even get them invited to cool parties and if there's a solar eclipse perhaps laid.

131

(78 replies, posted in General discussion)

I think a full release of all features and islands on the test server for a good month would enable proper testing and feedback to be done. Until you try and do it on the new islands you wont know how broken or good mechanics are.

132

(78 replies, posted in General discussion)

Ville wrote:

I think the idea is to throw in gamma, let the pvpers create breathing room by giving them more space.  Then full steam ahead on various aspects of PVE!  And remember a sandbox is what you make it.  I love the industry side, I had a goal pre gamma that I've almost hit and I'm very excited!

The trouble with that is we know what happens when Gamma is left to a small population. Your just inviting more imbalance to a game already far too imbalanced.

133

(78 replies, posted in General discussion)

Celebro wrote:
Tonnik wrote:
Inda wrote:

Imo, they can implement asap, because will be better test on the live server, and see what needed and what not and they can still ipmrove, or fix bugs.

At least Zoom said (yerstaraday on testserver), 1-2 weeks away the Gamma rewamp, and they probably implement it with first 3*2 islands then 3 islands packs.

I understand the logic of that I just think the people on the active server dont matter. It's the people we want to bring to the active server who do and releasing one big patch has more pull with older players returning and new players who may come.

What pull with older players? There is no reason to live on gamma... no point in rushing it. They can start with PVE and introduce it altogether, meanwhile it can be further tested on PTS.

I agree. If you tell the four or five thousand inactive players gamma is coming back they will largely not care. Tell them gamma and pve is coming and give a reasonable amount of teaser / anticipation and yoyu may make some care. Chuck in some new bots and you have engineered another population boom that (hopefully!) the PVE content has a better chance of keeping.

134

(78 replies, posted in General discussion)

Inda wrote:

Imo, they can implement asap, because will be better test on the live server, and see what needed and what not and they can still ipmrove, or fix bugs.

At least Zoom said (yerstaraday on testserver), 1-2 weeks away the Gamma rewamp, and they probably implement it with first 3*2 islands then 3 islands packs.

I understand the logic of that I just think the people on the active server dont matter. It's the people we want to bring to the active server who do and releasing one big patch has more pull with older players returning and new players who may come.

135

(641 replies, posted in Testing server)

Some *** set the balcony above me on fire so I've been chucking buckets of water on my balcony the last two hours. Must be karma coming to get the both of us :-)

The market problems are because of the (in game) maturity of the players. Anyone with a reasonable want for new stuff has the ability to make everything themselves and does not need the market. This means there is nothing to spend the NIC on and so no real incentive to sell it - why sell something you will eventually use, especially when demand is painfully slow because of the above.

Gamma previously was a great NIC sink - and this was offset by ICE which was the perfect NIC faucet. A lot of ICE sales went in to gamma bases.

The new Gamma bases will not be as nic intensive but as there is no ICE because for some reason Hungarians dont like money then maybe once again the market might get interesting.

One again the real problem is players - if the game had players then it would have a market.

jeus gargaj you *** hippy get a haircut!

138

(16 replies, posted in Testing server)

Celebro wrote:

I really think energy wells would be better suited if they are not part of the network or construction constraints in place, but on the downside you would need to haul the energy to your base.


Edit: They should be light and cheap enough to construct and move around easily too, and belong on a separate network of wells where the more you place the more effective their energy extraction.


I strongly agree. I don't know why they cant just add in a new structure using the same model as the command relay but with an infinite range that only connects to the energy wells. You could then put it in your base and connect it anywhere without stupid long command relay chains over an island.

139

(641 replies, posted in Testing server)

I'll have to log on when I get from work to check but when I last visited battery bandwidth was crazy low.

140

(641 replies, posted in Testing server)

Can you leave the pithy one liners for general chat.

if you switch off all the energy draining equipment like boosters and ewar turrets and are left with a base, repair nodes and damage turrets then batteries should have plenty of charge in them to keep that active long enough to switch the base back on. The only energy used would be in shooting at someone.

141

(641 replies, posted in Testing server)

Ville wrote:

My std energy wells lasted about 4 days with a defense base setup.

stand alone production base looks like 6 days.

if your base runs out of energy things that require power like auras, boosters, facilities, run your reactor dry and the only energy you have is what's stored in turrets. 

What I see happening is huge stocks of cryoperine being shipped to gamma, everyday its fed into the reactors and the mining wells are used as "backup power".

afk bases are a thing of the past...

I'm just trying to think how it would work setting up afk caretaker bases cap out islands you don't want.

So basically its possible to fill up your energy batteries and network and provided you don't have anything on a base that uses power until your attacked you should be fine.

So an island denial base would basically involve building a defence base and then switching off anything that uses active power when not engaged such as base facilities or booster nodes. Your base would then use no power and be active until it was attacked in which case theoretically it will defend itself (albeit without boosters) until someone logs in their alt sparks to the right place and switched the boosters on.

I guess what would be important to prevent this from happening is to balance correctly the energy usage of facilities and defences. IMO defences should require active power to keep active even when not engaging and base facilities would require comparatively little. I would balance down the base facility and base booster node energy consumption and add a passive energy consumption to turrets. This would truly prevent AFK gamma bases.

142

(641 replies, posted in Testing server)

Ville wrote:

I just want to point out the energy well system is very very annoying.

why?

A couple of questions with this -

Roughly how often do you need to move energy wells?

If your energy wells run out does the base shut down or just stop producing energy?

If your energy wells shut down and you run out do you still have reinforce timers or are your structures vulnerable?

143

(641 replies, posted in Testing server)

Syndic wrote:

I thought Gamma was meant to be corporation-scale content, not something homeboy derp with 2 other derps does overnight

Any chance you could actually explain what you mean?

144

(641 replies, posted in Testing server)

Annihilator wrote:
Jita wrote:

End game mechanics in an assault bot. The only change that maybe needs doing is making a t1 base fit in a mk1 Lithus and a t3 only in a scarab.

totally agree, since for me a "Base" consists of at least:

  1. Terminal (250U+500 blocks)

  2. Reactor (150U+300 blocks)

  3. Refinery (125U+250 Blocks)

  4. Factory (125U+250 Blocks)

  5. Reverse Engineering (125U+250 Blocks)

  6. Prototyping (125U+250 Blocks)

  7. Command Relay (20U+10 Blocks)

  8. Energy Well (150U+20 Blocks)

  9. 1 Energy transmitter node (25U+10 Blocks)

Construction blocks are 0.1U, (syntec 0.5)
so blocks alone for that base is: 184U ( syntec 920U)
Foundations are 1095 U
I woul really love to reduce those 1279U down to the 250 U cargo capacity of a Lithus wink
(poor new player that need to buy syntec blocks)

Jumpstarting the reactor needs either 12 Energy cells a 10U or 87.5k Cyoperine a 0.001U, thats another Sequer MK2

given all those numbers, to just Start a self-sufficent base on Gamma, you will need two scarabs full with foundations and blocks, several* riveler/symbiont with construction modules and a buff bot, and well, a few combat agents to clear roaming NPCs and plants away.

*) severeal because a single cap-stable indu Hmech would need 30minutes alone for the terminal.

edit: a basic T1 base is far from "Endgame"


I think your confused - i think the exact opposite to this. Just the base itself should fit in a lithus I mean.

I see base building as something that should require 20 accounts 6 - 8 hours before your base even comes online. To get to a reasonable level of defence should take days not hours. Endgame balance seems to be geared around corps of 5 when a lot of people have more accounts than that.

Think of this - based on the old mechanics I built two bases solo. The new mechanics will be half the work. This is a problem because the same issues exist on beta as on gamma. Its absolutely in someone's interests and possible in the mechanics to put 3 helldeath bases on every gamma in the game meaning its going to be impossible to get on gamma without winning a set piece pre planned fight vs whoever is the biggest entity in the game + their base defences.

145

(26 replies, posted in General discussion)

You would prefer a broken mechanic to be in game so you can abuse it I guess?

I've got more accounts and ip's than Ville has had ... Well not that many

I'm happy Texas!

148

(85 replies, posted in Testing server)

Can I ask you put this stuff on the wiki anni for those who may be bothered in the future?

149

(641 replies, posted in Testing server)

Well dropping a bomb flags you. I would have a look at explosion damage however.

150

(24 replies, posted in Testing server)

Isn't terraforming linked to having a station there anyway?