(3 replies, posted in General discussion)

Thank you very much !

Regards !


(3 replies, posted in General discussion)

Hi, anybody knows where we can download private servers? In case you have not released, do you know if there is an announced date?

Thank you very much !

Hi Devs, thank you very much for your talent and continuous effort, and also to provide us a way to continue playing to perpetuum. It is a pity that this game has not reached the great potential that it had, for now, we will see what the future holds.

Many luck and many thanks!


(9 replies, posted in Balancing)


The problem with artifacting is that content is random, and there are not always enough quality spots for a new player.

Buying the materials can not be an option either, since your sellers are likely to be enemies, just do not put resources on sale....

At no time have I said that it is a problem, it is a suggestion, so that those who are new can also experiment with other facets/mechanic of the game without reaching the conclusion that everything has to be bought, on the other hand, the manufacture also Can reduce the economic cost of risk.

If so far has not been a problem, well, perfect, but perhaps the change attracted more players and more corporations, and so far the level of population of the game is what it is.

Thank you for your opinions !

Regards !


(9 replies, posted in Balancing)

Hi guys ! Thanks for participating. As I say is not an issue that affects my current corporation, but I put myself in the shoes of new players that form a new corporation.

If you force to acquire the precious resources, not to form mk2 robots, but for simple T1 items or mk1 robots, you are forcing new people to have a healthy economy, and to not be able to do anything decent without having a healthy economy. We all know that this is not viable if you do not make beta and / or gamma incursions.

If the goal is that we can play together, or with healthy rivalry, both among ourselves and with new players, we can not sink into misery to new players, or will never expand the base of players of the game.

Thank you very much for reading the post and commenting on your opinion. I hope and hope that the developers will also read it and ponder what is presented here.

A hug !

P.D.: Excuse me if my english is not good, I try my best  wink


(9 replies, posted in Balancing)

Hi !

If I'n not wrong, you need materials from beta to build T1 electronic warfare robots, for example. Please check.

Thanks !


(9 replies, posted in Balancing)


I wanted to write a suggestion, I think it could refine the industrial system a bit more. Currently any new player who wants to play as industrial, either for pleasure or for being an initial corporation without territory in gamma or beta has many problems to build, for example electronic robot, the materials that are needed are the beta.

It's ok for me that the precious materials are in beta or gamma, to give incentives to PvP, but I think, and this is the suggestion, that the existing distribution discourages new players, since they can not build even the T1 version of The items and robots that may be needed in a match or incursion.

The proposal is, please, that with Alpha materials you can create all items T1 and T2, including all T1 robots.

With advanced beta and gamma materials, mk2 robots and more advanced T3 and T4 items could be created.

As I say, a new corp that can not use all kinds of robots to organize is doomed to begin with, leaving as unique options, playing with an existing corp or directly belong to it.

The game should give everyone the opportunity to do everything to the best of their abilities, the current system reserves important materials not already for advanced items, but even for T1 robots.

Thank you very much !

hi guys !!

Thanks a lot for your answers but:

1.- Scan artifacts is good, but introduce a random reward to people who like to craft, after scans, you can not predict what kind of decoder will you obtain, for example.

2.- Killing npc's to obtain decoders and other non-haverstable industrial components, simply makes the industrial "sphere" a function of kill npcs

Please, i don't asking to "revolutionize" the system, simply provide a way to obtain all crafting materias "ALL" without dependencies of "random percentage of scaning" or "random percentage of killing".

thank yout for your effort in this incredible game !!!

Regards !

P.D.: Sorry again for my probably bad-english !!



I don't understand why this game ( with incredible potential ) does not have an serious "industrial" aspect in front of the crafting system that has.

What the difference?

Crafting system - Like other games is based on kill and kill npcs, so you need a char able to kill npc

Industrial economy - All you need to fabricate items can be obtained gathering or doing some tasks with specific skills, you don't have to kill npcs ( is not a "Diablo" game )

I have testing fabrication system and ...

- If you like to build for example a light robot, has two options

1) Increase your "killing" skills, do missions, and get reward, with some patience you obtain enough money, and buy

2) Gathering resources:
   - pick a lot of mineral B, in ratio of 30 - 40 ores -> 1 refined ore, you have to gather a lot.
   - pick a lot of mineral C, ....
   - pick a little of mineral D
   - Take your killing robot a kill everything you see, to obtain frangments and decoders
   - invest XX amount of money to build a CT, pay a big fee
   - use and LOST your CT to build, paying your fee
   - obtain the result

With system 2) you have to do more task a invest more money than simple killins npc, this option involves that you have to kill npcs, so why you are useing this option?, ... at the end you have to pay more.

So, the choice is evident, option 1), this is the reason because i think there is no real "Industrial system". Option 2) let you explore other game mechanics but is not useful.

Thanks and sorry for my bad english.

Regards !