Lucius Marcellus wrote:
Rodger Wilcoe wrote:

There is far more involved in industry than simply arming your bot and shooting ***. Equivalent level assignments give more cash and standing to PvE over industry. For an equal amount of missions, I had to grind easily twice as hard on my indy character to get to level 1 assignments than I had to for my combat character.

The grind to  level 1 assignments? Maybe you just phrased that badly, but that gives me the impression you know little of it. The grind of getting a high rep (40-50% relation ratio) is probably weeks on ingame time continuously running extremely repetitive missions, and is no way comparable to the 30min-1h it takes to get level 1 missions. I choose to be a manufacturer because I want to produce stuff, not because I wanted to spend every singly evening running tedious missions over and over again.

This game already has many long and hard grinds, this one is just superfluous. Also, I know of several people who has been interested in manufacturing, but decided not too as the grind it too long and boring (and they're too compulsive to let themselves give it a try with low relation).

Chaining courier missions in a Sequer (industrial bot) is already far more rewarding, in both standings and nic, than any combat mission. It's still a grind, but saying that combat characters has it better is just disingenuous.

Why not just pay a mission runner for standings? Like a lot of industrialists do in Eve.

DEV Calvin wrote:

We are looking into the container mechanics as we completely agree, teamplay is a good thing, but should not be forced onto everyone. So far the ideas that came up:

- introducing tractor beams and reducing the container activation range to what it was
- being able to deploy longer term containers (lots of exploits and abuses involved though)

Please share your thoughts on these.

Reduced loot range and tractor would force ratters to either fit tractor or aggro spawn more. I don't see how extending a can's lifetime by a small 5-10 minutes would be game-changing, as all the gloom and doom people forecasted. If you've already camped a can for 15 minutes, what's the big deal with another 5?

It may not seem like much, but would open up a lot of extra area that solo miners can access. Even a small increase in radius covers a lot of extra land. It's the difference between only being able to mine titan ores and having access to... everything else. I don't see why a game should bend over backwards to cater to a small minority, under a very narrow and rare set of circumstances, while limiting the masses of noobs to mining only titan ore.

Nowhere else can so little be given up by so few people for such great benefits to so many. tongue

4

(6 replies, posted in Feature discussion and requests)

An antiprimary system that could not be easily abused would be damage mitigation like that in Sins of a Solar Empire. A soft cap/% stacking penalty would be applied once more than a certain number of people/weapons are scoring hits on the same target within a set window of time. Stacking order would be from highest dmg hit to lowest, where after a brief moment, hits with dmg lower than the initial spike would be gimped the most.

5

(6 replies, posted in Feature discussion and requests)

I remember the bunny hoppers in mechwarrior. It is kinda game breaking. tongue

Good god, please... no mines.

I remember when mines were in Eve. In a pvp focused mmo, players can only be active for a short while. Any defense on choke points that stays 24/7 will be overused and abused, no matter how gimped you make them. Trust me, if this ever get implemented, those things will be everywhere, and you won't be able to go 2 steps without stepping on one.

Joao Duarte wrote:
Norrdec wrote:

This is a MMORPG corporation based game. Doing stuff solo is hard. Everything working as intended.
We had enough resources to sell, but no one was making mods for anyone(Corps did that for themselves). That's why the market was dead.

Not sure things are working as intended, maybe we can have a dev shedding some light on that subject. For sure the market is not working as intended and this could help.

As for Perpetuum being a corporation based game, it means nothing, corporation 'based' is not corporation 'only', so you should cater for everything a player might want to do in a sandbox.



It's very interesting what you say though. According to you, no corporation can start from scratch, they can only offshoot from existing corporations, because the current market doesn't support newcomers.

Is that also working as intended?

It sounds crazy, but may actually be working as intended. The can lifetime is hardly the main reason there's no market. This whole thing of ratting not producing anything the ratter himself needs, costs ammo, and industrialists completely dependent on ratter, appears to be intended to work against free market development. Not to mention having trial accounts not being able to see the market is like asking them to not subscribe. No one wants to play a barren wasteland of a mmo.

I remember in the early days of Eve, there's no market, and if you want to fly a ship you have to mine and build it yourself. But that changed pretty fast once user base picked up, as rats have bounty, and industrialists need no kernals, both were self sufficient.

The current system in Perpetuum seems to be intentionally designed to keeping old players in larger corps, where they're more likely to stay subscribed. But the downside of having new players leave because they can't do anything, may not be worth the trade off. Solo players are still players, they pay the same subscription, interact and contribute to the community through the market.

The current anti-solo bias is quite extreme, and discourage formation of new corps as well as soloing. It may do the game some good if it's tuned back a bit, to still provide advantages to large corps, but not make it completely impossible to solo or start new corp.

861

9

(16 replies, posted in General discussion)

GLiMPSE wrote:

While I agree it would be a neat way to reward the new influx...I think it sets the wrong precedent for future interruptions and can make being subscribed for a month during trouble time give your account more ep then during a stable time.

CCP does it because skill points are pixiles and don't cut into profit, unlike free game time. Greed is good.:P

10

(12 replies, posted in General discussion)

Goblin wrote:

I hope I get a free reset for this trouble im going through smile

no srs I need one and not willing to lose 20%

Don't hold your breath. A reset or extra EP has nothing to do with user limit. Since they're already giving you 3-4 days, or however long it takes to fix the server, to your subscription time, it's unlikely they'll put out another compensation for the same thing.

11

(191 replies, posted in Recruitment forum)

Syndic wrote:

Aye, it is a bit difficult during the current server troubles. Our usual policy on navigation is to strongly... encourage... people to bring it up to 10. ASAP. Speed is everything in Perpetuum. smile

Will send you a mail/PM with TS details, or ask Lemon for them if you see him before I manage to get in-game. We can have a more detailed talk so you reach a choice you're comfortable with, that won't impact our squad performance. smile

Navigation is only at 6 atm, going to bump it up as EP becomes available. I wasted too many points to get a Sequer for courier missions. sad

12

(191 replies, posted in Recruitment forum)

Hello, new player/Eve refugee here. I made a thread looking for corp, and Lemon linked me here.
http://forums.perpetuum-online.com/topi … -for-home/

Unfortunately I couldn't log in and pm due to connection limits. Are there specific skill requirements for joining, other than navigation 8? The post where it was mentioned is a bit dated.

Hello, Eve refugee here.

I've been here only a few days, looking to learn from pros. Character specced for combat.

Being a fotm chasing min-maxxer, I got Sequer the first day and started chaining courier missions. It turned out to be more soul-destroying than I anticipated. Then I started ratting for a change of pace, but there's no bounty, and the loot consists of damaged crap. Solo ratting in this game is hard, even with Theodica on Nuimqol with pure type thermal ammo. All the ammo from courier missions burnt up fast, and the open market is nonexistent. Ventured into beta a bit, and it soon became clear that solo pvp isn't the way here, even less so than in Eve. I considered making an industry alt, but don't want to pay for 2 accounts just yet, and with EP rate what it is, it'll take a while on single account.

So, it's time to give up soloing.:P

14

(26 replies, posted in General discussion)

Eve was also worse than this back in 2003. They worked until 2am their local time before giving up for the night. At least they put in the effort.

Eve refugee here.

I was actually looking forward to ship skins when they announced cash shop, but instead got monocles, plus uber boats/mods/ammo with "I win" button painted on them on the way.:rolleyes:

16

(7 replies, posted in General discussion)

Actually, yes, I am an Eve refugee.:P

In eve, pvp fit varies, but there are optimal fits based on typical role for the boat. Cane would be speed kiting, Brutix for glass cannon, Drake for buffered long range blob dps, etc.

For now, I'm looking for pointers on pve ratting fits for Assault bots. Haven't decided which race to commit to yet, or know if one race is better than others for pve. Pvp can come later. Any advice will be greatly appreciated.

17

(7 replies, posted in General discussion)

Hello, new player here. I've been looking around the forum for cookie-cutter fits for pve and pvp, but couldn't find any. Can someone point me to the right direction? Proper fitting is half the battle, and I don't want to lose before starting.:/

Do perpentuum players don't circulate around fits? Can anyone post any good pve and pvp fits?