26

(6 replies, posted in Feature discussion and requests)

NO!  Market based game needs supply and demand

27

(11 replies, posted in General discussion)

I like the relation level unlock for primary alpha terminal. maybe add a 'set your first spark jump' mission when required free spark level is met as an education mission?

28

(8 replies, posted in General discussion)

thank you all for the support, El commitment has kept me offline and will do for the next few days. I've suggested that Inda put your investment to work laying the foundation for the upcoming PvP arena.
What say you?

29

(6 replies, posted in Bugs)

So, every time I try to use the 'approach' function for a point on a highway I get a massive lag spike(or something).

It has been happening constantly but reached breaking point today when I hit approach to reach a point on a highway and got a 'not responding' message that lasted for a good 5 or 6 mins... when the game did decide to respond both of my characters where back in terminal(aka dead).

I assume they where killed by a roaming spawn but this is a serious barrier to playing the game and not loseing bots?  Any ideas?

30

(16 replies, posted in Feature discussion and requests)

EMP rounds? 

No damage but a better accumulator drain on shields.  It would mean either reloading or mixing ammo types and when it's down to the wire that really matters

EDIT: Obviously nothing close to a good neut.

31

(14 replies, posted in Feature discussion and requests)

To my mind the biggest question here should be the role Beta Outposts have: why do you want to hold a Beta Outpost?  The way I see it, beta Outposts at present are the games forts or stockades... not the powerhouse citadels of Gamma or the utterly impregnable Alpha, Beta Outposts are the safehouses in between.  Without a doubt the people most likely to be ruthlessly ganked on Beta are newer players, the kind of players that need forts.

These are the kind of forts I would expect to be held by mercenary, PvP focused Corps: they can farm the greatest range of NPCs and they can have access to Alpha resource gathering and Gamma production.  As far as risk vs reward goes Beta Outposts are really the best you can get; this is NOT reflected by the ease at which they can be aquired and maintained and their current state also undermines the relative value of Gamma based Outposts(you cannot blow up Beta). 

The point here is that Beta should be more dynamic; it is the real battlefield of Nia at needs to have the ebb and flow one expects from a dynamic environment. The best way I can think of accomplishing this is to make the following changes:

- all SAPs become Active Hacking

- raise the stability percentage needed to lock out to 75%. 

- make 'benign hacks'(a hack which closes a SAP but doesn't reduce stability) possible

- 75% decrease in the appearence of SAP cans.

- slight randomization of 'stability' gained from successful SAP hack.

- a sliding scale for a rise in the frequency of SAP activation depending on how stable an Outpost is(the less stable the Outpost is the more SAP activations happen from the current rates at 100% down to constant, multiple SAP activation at 0%).

This system would make it possible for a tenacious small group to hold a Beta Outpost far more easily, but also require that they did so with a purpose.  For a large, timezone spanning group to hold an Outpost is relativly easy... something like this would make SAP hacking a little more gureilla warfare and a little less 'defend the hauler'(something everyone is far more concerned about on Gamma anyway).

Arga's small scale TP beacon is the best middle ground I think.

33

(6 replies, posted in General discussion)

Hard to apply to a sandbox game without moving into the realm of actions that could have legal consequences in the real world isn't it?

34

(34 replies, posted in General discussion)

Remove SAP cans, remove sample(or whatever they're called, the SAPs you need to put stuff in), make all SAPs Active Hacking, make SAPs active far more often and raise the required level to lock players out of Beta terminals. It would also be good if one could hack an active SAP without taking overt control of the Outpost.

Beta is now a warzone/buffer between the utter safety of Apha and the wilderness of Gamma... with the changes to teleports(spark teleports in particular) and the introduction of interzone teleports it would be nice if Beta could be made more dynamic and MUCH harder to hold.  With the current population a large Corp that decides they want an Outpost will take it unless the other power bloc tries to stop them.

Ideally control of Beta should be good for merc corps and those wishing to control supply lines; any Corp that can will build on Gamma, so why hold Beta as anything more then a fort?

removed: Zortarg convinced me

36

(54 replies, posted in General discussion)

Good point Dazamin, perhaps being able to focus research will help with this?

37

(54 replies, posted in General discussion)

Tux wrote:

If i could in a day go to the terminals I want to sell at and place items there and either put them on the market for 6 months at a time or do remote sell orders then I would fill the market with all types of mods and bots but until that happens i feel no need to spend hours upon hours managing sell orders.

This would make me a very happy camper.  I'd love to be able to PvP a bit but I cannot really afford the losses; if supply was high then prices could fall... provided some smarty pants with a bazillion NIC doesn't buy everything he can in the name of 'market PvP'.

EDIT: Also the systems you describe are essentially facist: NIC becomes a 'token' which can be redeemed with the Company Store for items of value.  The relaitve worth and merit of an individual are not accounted for as an individual can be denied access to their 'deserved' items arbitrarily by their superiors. 

In a truly Capitalist Corp all produced items would go on the open market before they went on the internal market and they would be placed at prices intended to see them sell so long as a profit of some kind could be made.  Selling to ones enemies would be a matter of risk versus reward.

In a true Communal Corp all members would have access to all folders and production would carry on for the good of all.

Only the first of these systems has a hope in hell of working, just ask China.

38

(34 replies, posted in General discussion)

Easy Gamma access is easy to achieve.  Spark Teleporting is the way to go.

On anothre point; what do you mean by 'roaming PvP'?  It's not just grouping up and ganking miners and such is it?

39

(54 replies, posted in General discussion)

Gremrod wrote:
Syndic wrote:

Why buy from the market when you can simply produce it for yourself?

It is an alternative for those that can not produce the items themselves.

But yes the market is useless for those that don't sell or don't buy. But doesn't mean there shouldn't be one.

Well, I would say that ICE changes this.  The downside is that people are too greedy and ergo products are not attainable.

There are plenty of PvP players out there who are happy enough to run around having their bots blown up left right and centre: for this to be sustainable however they need to join a large Corporation or Power Bloc... outside of this there is no sustainable way to mantain a competative edge in PvP.  Without the backing of a large Corp these players lose access to Tier 4 equipment at a sustainable price. 

When(if) large Corps sell high tier modules on the open market they price them out of a range that is accessible to those who intend to engage in regular PvP.  The end result is, and always has been, a standoff between two or three major power blocs who run a semi-communal internal 'market'.

If you follow this to it's logical conclusion the idea of working to attain 'end game' content becomes absurd; better to join one of the uber blocs and get it all on easy street.

40

(54 replies, posted in General discussion)

Internal Corp markets and the obsessive focus on Tier 4 items is another issue.  Coming into the game as a new player and earning 50 000 NIC for a ten to fifteen minute mission only to look at the market and see T2 and T3, hell any items, priced at a level which requires a few hours of grinding is hardly appealing.

Yes, it is possible to make over a million from the proceeds of a single level three mission... but what's involved in reaching level three missions?

All in all a wholescale writedown in profit margins would greatly help the game move away from the stilted level the market is keeping it at: sure I'd love to go PvP in a Vagabond... but who can afford it?  It would be nice to see a bit of the massive corp mods vaults hit the market en masse to bring universal prices down a touch... I mean the production levels the larger corps have can and will replace any losses in a very short time.  Why the dragon hoards?

41

(20 replies, posted in News and information)

does this mean I'll get my EP back?(it's in a support ticket)

I'm building my tomb

43

(21 replies, posted in General discussion)

Syndic wrote:

I'm saying that infinite respawning fields don't give any incentive to fight for resources. Here's a nice exercise question:

Name 1 objective besides Bored/Epeen why Alliance A would go to war with Alliance B?

Not a fan of war? Here's a more industry-related one!

Name 1 objective why Alliance A would make a trade agreement with Alliance B?

Give it some thought, you'll figure out the root of the problem.

This is actually a good point.  One of the biggest issues has got to be the lack of market based competition.  This is compunded be easy availability of resources. 

Perhaps requiring that Gamma based teleports that DO NOT connect to a Beta island be fed plasma(the common indy bot Plasma) on a regular basis to remain active could help here?  Add to this a 'warm up' timer and give a cargo scanner the ability to tell how much plasma remains in the teleport and logistics becomes something akin to SAPs on Gamma... imagine the sad face of a pl;ayer that mines the worlds supply of Epitron on a Gamma island only to have the teleports close down because they didn't do their homework...  This would also give PvE players a new commodity to sell and make indy bots a little more valuable.

Gamma is end game content, it shouldn't gain unlimited unlocking.

44

(81 replies, posted in General discussion)

Merkle wrote:

I go back to the phrase "If you build it, they will come."

Good advice, I'll take it.

If it's a real cash only thing then I say go for it.  More money for the game project is a good thing... I might buy a reset once... but only once. It would be a good high cost item.

46

(81 replies, posted in General discussion)

Martha Stuart wrote:

You are completely missisng the point of this game.  Ok, so from your perspective, ill just let people who are not known enemies roll out to our gamma base and just stroll around looking at all of our defenses, figuring out strategies for breaking in, maybe safe logging a fleet there.

Woah... slow down there.  If the Gamma island is claimed as your turf and they don't want to check the forums and generally do their research on where they're going then eat 'em! I'm not advocating care bare cavalcades taking the MGM Tour around Corp Turf.   Claimed territory should be defended zealously.

However... on an otherwise empty Gamma island that doesn't contain any defences or Outposts is it really reasonable to have a kill on sight mentality for every single player? As I said, you may be killing a future ally against your current enemy, you may be destroying a bunch of artifacts you wish to buy or you may be hitting the uninstall button for a new player. 

Another aspect to this is territoriality means nothing if the entire gameworld is endless random ganking... it feels like an arena server from the old Neverwinternights RPG... min/max...gank gank gank...die... repeat. 

Where's the engagement? 

Where's the immersion?

People want these things in a persistent world.

47

(81 replies, posted in General discussion)

Martha Stuart wrote:

Because that's the whole point of this game.  Two types of players when it comes to corp relations:  Friends and targets,  and if its ever in question, shoot first ask questions later.

And it's also why the player base will nopt grow on Steam.  The flipside to the Steam coin is that the next MMO is in a box directly below this one... you log in, discover a community akin to a crochety old sewing circle that's not shy about stabbing you with their knitting needles because it's their right for being so old and young 'uns need to respect their elders and the Steam community moves on to a more level playing field.

Look at the massive decline in the Hawken population into open beta because they have a poor matchmaker: people want to have a chance, perhaps not an even chance but a chance at least.   Sandbox games thrive on ambition and big ideas; players need to walk in and think 'one day, this'll all be mine'.  If sandbox communities maintain their status quo they'll not survive the next generation of money spending gamers... and seeing as they are just plain dull with a small community they will fail.

48

(81 replies, posted in General discussion)

Kind of proving my point about entrenched commnity wide hostility there guys.

Question: Why attack anyone you see on Gamma instead of only attackng known enemies?

49

(7 replies, posted in General discussion)

Still... the lag(not latency) fest that it causes... the rendering on my poor laptop.

50

(81 replies, posted in General discussion)

The other big elephant in the room, possibly the biggest, is the issue of Community Interaction.  I'll preface these comments with 'yes, I know it's a sandbox and no, I don't want to turn Perpetuum into carebare-bots' and go on to say that the hardest part of coming(back) into this game and wanting to have an impact is dealing with the community while trying to find a measure of connection or immersion with/in the game.

My example would be coming back and thinking a cool new player experience would be having an Outpost on a Gamma Island that is wholly neutral and run by a Corp that contains only one or two players from which I, the hypothetical new player,  could make dangerous forays into Gamma Space looking for artifacts or ore scans to sell.  I looked at this idea and though 'with spark teleports this idea could work... and I could terraform an arena for betting on battles and,  and make a Gamma Thunderdome like in Mad Max and...' then I looked at the community and though 'it'll get destroyed right away for the killmail'. 

The crux of this issue is that Perpetuum is looking to be a new game with an old community; an old community awash with gripes. grudges and Extension Points.  This will make the new player experience for anyone wanting to get out there and play beyond Alpha Islands uninteresting.  Think back to when you got your first Assault Bot and went "Yeah! Going to Beta to raid!" ... now consider how it'd feel if you arrived and there was a fleet of Mk2 Uber-bots laughing at you and kicking your wrecked bot arround after 20 seconds... uninstall. 

Obviously in a sandbox conflict and balance are incidental... the odds are only on your side if you plan it that way.  Be that as it may, I still wonder why Gamma(no SAPs to hack) is a death sentance for ANYONE no matter whom they are affiliated with... why make war on a future ally?