Well done, 50+ votes and place 4 .
I know this side is new and this vote doesn't mean much. But this game need ANY promotion or advertising posible to solve the main problem: low population.
I just wish the devs would do it .
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Perpetuum Forums → Posts by Jack Jombardo
Well done, 50+ votes and place 4 .
I know this side is new and this vote doesn't mean much. But this game need ANY promotion or advertising posible to solve the main problem: low population.
I just wish the devs would do it .
I don't belive we can reach place 3 or even 2 anymore. But do your best to not end with less then 50 votes .
lack of small PVP content
Sorry but no.
I know it might be realy hard for you PvP players to get ... but they don't left becouse of no PvP. Sorry.
I am one of this guys who joined that time and there are many reasons why most of them left.
Missions:
As new fight char you do missions to earn your first money which you need to buy fenzy pew pew stuff.
But as there are just 3 to 5 level 0/1 missions at each main Alpha these mission spots where crowded hardcore ... which was NO FUN. Even less when some older players with lock times close to 2 seconds taged each and every NPC.
And instead of beeing happy to see so many new players ... some of you flamed and blamed and lought about them when they asked if they can have their mission NPCs -> new player left again becouse of anti sozial behavior.
Market:
When I started trail accounts could only buy amunition from NPC orders and it was not posible to earn enough money from missions to purchases the amunition you need to do the mission as amu cost >>>>>>>>>> mission reward.
Bad designe @DEVs.
So they had to bag for amunition or grind gray drones to get the amunition to do missions. This drove away several more of this new players.
In addition the market was pritty empty which you realized when you subed ... many just subed once when they saw it.
The one who survived this shock realy tryed to handle the situation and started to mine, produce or grind. First one who left had been the producers. First they bought all the kernals to learn how to produce some T2/T3 items. They spend ALL the money the had for Kernals ... you know ... producers normaly do NOT have the fighting extensions to kill the NPC to get kernals ... they need to buy them!
But there was no reward as noone bought their T2/T3 items OR the market price was FAR belove production cost becouse of sold drobs.
Hell, some realy tryed to survive by producing mining charges or amunition but even this market was far to small to survive.
-> they invested alot but got no reward and left
Next the miners left as without producers there had been no buyers for their ore anymore.
Let's check it:
- mission runners left
- producers left
- miners left
- noone started as trader as soon as they saw the empty market
I understand that you and some more only want to PvP ... but games like Perpetuum NEED much more then just PvP. This is not CS or CoD. MMOs just survive when they can astablish high active player counts and for this they MUST HAVE alot of PvE players (PvE includes Mission, trade, mine, produce).
Just check the numbers, PvP player alone by far aren't enough to get a healthy population.
You don't like this fact? Doesn't matter! It is as it is.
PS: I started together with 23 friends coming from this other Sifi game (*g*). Most of them left after some days (the mission runners who did not like to fight for mission NPCs). 10 subed for 1 to 3 month. After that time only 3 where left (2 NPC grinder, 1 miner) ... now I am the only one with two active ACC ... and I don't realy know if I sub again as I'm a hybrid NPC grinder/producer/miner.
And it's realy boring to grind all the Kernals to produce stuff noone buys as the big corps all have their own small market .
Well, now it's time to decide to strike out on your own, or absolve and be assimilated.
The second will happen.
There aren't anough activ players for all corps. With just 5 to 10 people from one timezone you don't need to consider a take. You would just lose it over night or when you are at work. Not funny for noone.
As the PR isn't realy great there aren't many realy new players you might recruit.
If you want to be owner of a Beta Outpost there is just the way of merging corps to mega-corps.
But maybe that's the intention of the DEVs . To get 3 mega-corps (power blocks) where each controls 2 beta islands.
At the moment there is no reson for a corp with players from only one country (or better timezone) to claim a outpost.
Normal people may have 3 to 6 hours/day time to play. And 3 hours is allready much if you have a family and a job. So they might be able to defend their outpost 3 hours/day while the attacker get 21 hours to destroy anything without any risk of defens.
Solutions?
- corps with players from only one country/timezone are history and just global corps can survive
- kick your family and job and make Perpetuum your new job
- ability to call timeframes where your outpost is attackeble
I prefare the 3. option .
- timeframe can be set just ONCE A WEEK
- timeframe must be at last 4 (6?) hours/day
Remember: a NORMAL player who isn't a gaming junky can't play more then 3 hours a day which is allready a loooong time peer day. So 6 hours would cover 2 to 3 timezones allready for NORMAL gamers!
PS: solution 1 is the ideal dream but not posible in Perpetuum at the moment
24 time zones / 3 h gametime = you need min 8 players to have 1 person online around the clock.
As you can't defend alone but need a minimum gank size of 5 (right?) at the moment that are 8*5 = 40 members from all over the world. AKTIVE players, NOT alt/twink/dead members!
CIR and NOX might have this AKTIVE member count, maybe MORTE.
Some other might have uncommon gamers, which can play more then 3 hours/day.
But after this 3 corps there isn't much air for more as there simply isn't the playerbase for more (they soke up the majority).
This is no offence against this corps!!
It's a simple calculation based on simultan players peer day graph -> http://content.perpetuum-online.com/fee … h_1200.png .
um where were you a few months ago?
I am one of this guys, who joined when the other big Sandbox failed .
And as a 2007 vet from the other Sandbox I can tell you, there isn't that much more content in this other one. But people do play it mostly as the market there works perfect.
You mine, jump to a station and if your price is good, you can insta-sell the ore you mined.
You produce and if your price is good, you can insta sell your products.
If you like it, you can buy stoff at station X and sometimes sell it at station Y in the same system for profit (yes, it's posible).
You do missions and back in station it's posible to sell every damn loot instant.
PS: and I forgot, you can buy everything at all times!
If you compare the population of PvP areas and of PvE areas ... the PvP population is marginal and irelevant at this other sandbox (don't count all the bots and scouts in low/00!! they are no real population!). There are times when the population of J-(main traid hub) is 2*population of ALL PvP systems together!
And that's why all I can say is: PvP is irelevant as long as the market does not work!
Haha, it's what I expected *g*.
The server isn't even online again and the first one start to whine like pink girlys .
And it's not the DEVs who don't know, what is important. Most of you don't understand what this game need!
First of all it's: population
Not more content (there is enough), not new icelands (hell, betas are nearly empty, go there before you ask for more), not POS or whatever you want to call it. It's flat population.
And I know many of you don't want to hear it or even can't except it, but games like Perpetuum live from their PvE-player base!
If miners can't sell their stuff, they will leave.
If trading isn't posible as noone sells or buys trader will leave.
If noone buys their stuff, producer will leave.
I know many of you just want to pewpew and kick *** ... but it's unimportant, when most new players don't stay as there is NO MARKET! As long as new player don't stay becouse of no market .. you will NEVER be happy about Beta-Population!
And no golden eggs will change this!
Well, the topic isn't as dump as you belive.
Green has allready the lowest DPS. If you now have to trigger the shots, you get longer shot cycles which further lowers the DPS. Including the problem of hits which land in the milli second your shield isn't up.
But as Green pilots want/need to PvE too and both points can be a problem as long as you don't have a remote armor rep in your second acc . (And the DEVs shouldn't do the mistake, to designe stuff around bot-second-accs).
Protip
I rather would give the "protip" to quad-check every function so it can not be abused or used for cheating.
Wouldn't be the first time where "pro corps" abuse new stuff to get unfair advantages .
Duping, Moongo, grief, "random other anti sozial ***"
PS: and don't expect to get new players with this patch. Maybe some old will come back to check it out, but this will not bring "NEW" players.
New player will come with spamming advertise like DarkOrbit (realy BAD pice of software) or other "f2p" games do it.
wtf, not again.
whats next?
the kains turret fallof bonus does not fit with its role as hit and run mech?
the kain MK2 has an accumulator bonus, which it doesnt need?
the intakt has not the same bonus as the zenith, while the cammy and vaga do share same bonus?
the waspish has a missile range bonus that no other green bot has?
the logistic bots got a resist bonus, while they all just use shields, how useless...
all industrial heavy mechs do have a prismatic resist bonus, while smalls bots and mechs got a geoscanner (miner) or demob-resist (harvester)
There are logistic bots?
Turret falloff is cool when used with autocannons . (while the small blues realy need any range they can get).
Most player indus use shields ... but once you are "ganked" by a golden-travel-spawn ... you know how damn hard a indu armor tank can be with highslots used for EW .
I had real problems to kill this silver mech beacon spawns as it was close to imposible to get a lock . And when I get a lock my energy was dry like the Sahara .
I did ~5 or 6 offizer beacons ... no escalation, no t+ items .
I don't see the problem of unsubbed accs.
Either your price is good, then your asks/offers will not stay for long. Or our prices are bad and noone cares anyway .
But if you want to ... make makert actions from inactive acc invisible.
As long as the player base and the Market is as limited as now, might it be posible to remove the 30 day limit?
Just as an excample I tryed to sell some T1 fastlock NEXUS. I know it's easy to produce and not a "comonly used" item. But I tryed to make it avilable (just that new player might see "it can be bought"). I sold one within the 30 days, but as I have enough sell-slots I would have let them at the market for much longer.
So can you please remove (or adjust it to much longer periods) the 30 days @DEVs?
I don't say they are weak .
I too prefare them over EM on my Messmer as my Energy and Fitting extensions still suck *g*.
That's why I started to compare them and found this small inconsitencys.
+ they have a freak badass style bonus
Medium short range Autoguns suffer nearly the same problem.
While the DPS increase from T3<->T4 (+1.1) is in line with the increase from T1<->T3 (+1,1), the alpha is much lower from T4 compared to T3 while the amunition cost is increased becouse of the faster speed.
My sugestion would be to change T4 to 4 sec speed (same as T1/T3) with a mod of 180%. The DPS would stay exact the same.
In addition I would adjust the optimal and falloff slightly to make it more consitent.
med mun damn 44
Mshort speed mod dps alpha opti falloff total
T1/T2 4 160,00% 17,6 70,4 125 200 325
T3 4 170,00% 18,7 74,8 140 210 350
T4 4 180,00% 19,8 79,2 155 220 375
This changes to speed and modifier would make T4 realy much better compared to T3 and so justify the much higher cost.
Medium long range Autoguns don't have the problem of inconsistent DPS as they are fine from speed and modifyers.
How ever they are inconsistent when we inspect the opti and falloff. Some little teaking would make them less confusing .
Mlong speed mech dps alpha opti falloff total
T1/T2 8 215,00% 11,83 94,6 200 250 450
T3 8 230,00% 12,65 101,2 215 255 470
T4 8 250,00% 13,75 110 230 260 490
I know, that this changes inclued a slight range-buff in some cases. But as all autocannons aren't realy considert as "strong" I hope this isn't a problem .
As side note, what's the reson for the bad hit-size of medium short range guns?
Would be a big deal to lower it from 12 to 10 like medium EM guns and medium longrange autocannons are?
I know they are just thought as some form of "newbie guns" and not suported by any Fraction.
But however .... I do like them .
Playing around with production and different Tiers I noticed some inconsistency between T1, T3 and T4 for all types (small, med short and long).
First a table with the current values
med mun damn 44
Mshort speed mod dps alpha opti falloff total
T1/T2 4 160,00% 17,6 70,4 125 200 325
T3 4 170,00% 18,7 74,8 145 215 360
T4 3 135,00% 19,8 59,4 150 185 335
Mlong speed mech dps alpha opti falloff total
T1/T2 8 215,00% 11,83 94,6 200 250 450
T3 8 225,00% 12,38 99 210 256 466
T4 8 250,00% 13,75 110 225 235 460
small mun dam 22
Small speed mod dps alpha opti falloff total
T1/T2 3,2 120,00% 8,25 26,4 75 125 200
T3 3,2 135,00% 9,28 29,7 80 140 220
T4 2,5 110,00% 9,68 24,2 85 150 235
The first inconsistency is the DPS-gain from T3 to T4 small.
While you gain 1,03 DPS from T1 to T3, you gain just 0,4 DPS from T3 to T4. That's realy low compared to the increased cost between T1<->T3 and T3<->T4.
If you count the increased amunition cost for T4 as you fire much faster (T3=3,2 T4=2,5) and that, in most cases, it is better to have higher alpha (T3=29,7 T4=24,2) over flat DPS, then there is nearly no reason to use T4 except for the slightly increased optimal and falloff from T4.
My sugestion for small autocannons -> adjustment of T4 like this:
small mun dam 22
Small speed mod dps alpha opti falloff total
T1/T2 3,2 120,00% 8,25 26,4 75 125 200
T3 3,2 135,00% 9,28 29,7 80 140 220
T4 3,2 150,00% 10,31 33 85 150 235
Adjust T4 speed to 3,2 like T1 and T3 are and use a 150% mod which would increase the DPS slightly. This way you gain +1,03 DPS from T1 to T3 and +1,03 DPS from T3 to T4.
In addition the incresed alpha would make T4 worth the higher cost over T3 while amunition cost stay the same as with T1/T3.
And most of it would be contra produktive to a game like Perpetuum as it would need so many CPU/GPU, that just 1 or 2 people could play it as long as they don't see more then 10 player at once.
Good old DAoC: "turn your cloacks off!!! they are to much lag!!"
Battlefield 3 like graphic work if you just have a limited amount of simultan players at a very limited map.
Not in games where it might be posible to have 100v100 (dream I know).
And much more:
Content >>>>>>>>>> graphic
Check out Minecraft *g*.
PS
[*]CRASH THIS ANNOYING PLANTS WITH GROFO LEGS...err...melee combos[/*]
Hope this is a joke ...
Agents, why are you not spamming the forums with :gief-I.2.0-nao:? What are your speculations about the I.2.0? What will most likely change? What are your main and side expectations of this patch?
Why not spamming?
Would do to much presure to the DEVs and very likely bring us half-done or bugged content -> not good.
Anyway, a DEV-blog or some infos would be nice/cool .
Speculations?
The hype and run for outposts will be big at the beginning. But after some time (first 1 day after release) the "whine" will start again . For whatever reason (most likely: "to hard to attack, damn station huging, didn't change anything to no-target problem").
Expectations?
For alpha players nothing will change. Some big corps will take hole icelands (and sometimes even two or three) while small corps get nothing.
My hope?
A small corp would has a changs to even get one outpost and beeing able to secure the area around this outpost so their members can actual USE this area for mining/farming and not just own it on paper.
(Defending Towers which attack hostil (yellow/red) player but not NPC and which can't be taken down by just one remot repped heavy mech doing enough damage so that roming ganks of small/assaults don't ignore them).
PS: and some function like "attackble timeframe" would be cool .
It doesn't make sense to even try to get an outpost with small corps, when you know: "random gank from other timezones will take it while we have to sleep/work" .
So something like "our primetime is EU west means our outpost can be attack between 19:00 and 23:00 german time" for excample. This timeframe can be changed once peer week and must be at last 4 hours/day.
As long as the comunity is small, it would be posible to work out some sort of "fair play contract" which claims a small part of Beta just for very small scale PvP where gangs up to 3 or 5 can have some fun ONLY using 1 acc peer player and where the "big guys/ganks" agree not to chase solos.
Somethink like "player made SANDBOX area for fun actions".
But I doubt, this will ever happen, as some wannabes allways break this agreements with "but but I wantz my funz too" .
Man, I loved Providenz and Red v. Blue.
Compareble save entrance for new player into 00 and "small scale PvP with some agreements and fair-play".
The best way to get solo pvp is to use a second account ...
Old DAoC buff bot user
I ever had the impresion "solo PvP" means to PvP using just one robot driven by one agent using one acc ...
Not: "I am my own gank using alot of real money to pay X PC with X monitors and X payed accounts".
But well, now I know, why I suck at SOLO PvP ... I just missed to buy more hardware and I'm not realy good at multi tasking (2+ keyboards, 2+ mice and so on) *ROFL*.
How should this work or improve them?
It should remove dumbness stupidity, when you farming npc's allways on the same locations.
NPC's should spawn, build, shoot, organise themselves in their own way.
Because
This is sandbox.
This is not themepark grind-game.
Um, there are travel spawns and since last patch there had been random travling Observer spawns.
Last one where removed as they couse to much trubble with miners and low EP agents.
So random locations wouldn't be much different from the removed Observers .
And as you are from Chaos ... as a PvP oriented Corp I don't belive your buddys would be happy, if there is absolut no fix route over Betas anymore as everywhere and any time a big fast 5. star/observer spawn could pop up ^^.
My idea to improve random spawns:
Randomize their location according to player activity.
?
And how should this work or improve them?
So why this changes?
Most of us chose hunting spots becouse of:
- can be done without exploding (to often *g*)
- loot you search (kernals of spezific level/type most times)
- NIC/h
Spawns as they are now a tricky. You might have luck to get many times in a row the "good" spawns which drob the best NIC or the Kernals you want. But they can too but a big frustration where you end with hours of much smaller stuff then you could do and nearly no kernals of the type you want.
AND .. the Elite spawns aren't the hardest spawns ... which isn't realy bad as it garantees you some fanzy loot. But I know several spawn, where the Elite spawns are jokes and other spawns can kick your *** (5* 3.star Kains all with ECM&dampener do hurt!)
Random might be TO random atm .
One last point
If the absolut hardest spawn is 3 * 5. star Messmer ... you should use far more Kains, Vagabonds and Arbalests .
Don't know about the spawn on Beta, but on Alpha the max is 3 peer spawn. But 3*5.star Messmer would need an equivalent of 5+ 5.star Kains or a real swarm of Arbalests to be equal dangures.
Level
Type Points 1 2 3 4 5
ew bot 1 0,02 0,04 0,05 0,07 0,09
bot 3 0,05 0,11 0,16 0,22 0,27
assault 5 0,09 0,18 0,27 0,36 0,45
ew mech 7 0,13 0,25 0,38 0,51 0,64
mech 9 0,16 0,33 0,49 0,65 0,82
h mech 11 0,2 0,4 0,6 0,8 1
Max points = 1 * 5th star Heavy Mech
55
What does this mean?
If the highest spawn is 1* 5. star Heavy Mech you would need 1/((type*level)/max points) other bots to make them equal difficult.
Type Points 1 2 3 4 5
ew bot 1 55 27,5 18,33 13,75 11
bot 3 18,33 9,17 6,11 4,58 3,67
assault 5 11 5,5 3,67 2,75 2,2
ew mech 7 7,86 3,93 2,62 1,96 1,57
mech 9 6,11 3,06 2,04 1,53 1,22
h mech 11 5 2,5 1,67 1,25 1
So for example you would need 11* 5. star Camelions, to make them as much threed as 1* 5. star Messmer is. Or 55*1. star Camelions .
The points are free chosen and can be altered with good arguments.
It's just a try to open your eyes, that the range of some spawns is just to big atm and should be adjusted.
If you want max 3 bots peer spawn and the biggest spawn is a 5. star Messmer, the smallest which should spawn are:
- 3* 2. star heavy mech
- 3* 2. star mech
- 3* 3. star ew mech
- 3* 3. star assault
- 3* 5. star bot
- no ew bots
I personal would even argue for
- 3*2. star heavy mech
- 3*3. star mech
- 3*4. star ew mech
- 3*5. star assault
- no bot
- no ew bot
If the biggest spawn should be 3* 4. star Kains that would be a max points of 108 [=3*(7*4)].
To get somethink equal difficult, you need 3*3. star Messmers or 3*5. star Vagabonds.
Level
Type Points 1 2 3 4 5
ew bot 1 0,01 0,02 0,03 0,04 0,05
bot 3 0,03 0,06 0,08 0,11 0,14
assault 5 0,05 0,09 0,14 0,19 0,23
ew mech 7 0,06 0,13 0,19 0,26 0,32
mech 9 0,08 0,17 0,25 0,33 0,42
h mech 11 0,1 0,2 0,31 0,41 0,51
Max points = 1 * 5th star Heavy Mech
Type Points 1 2 3 4 5 108
ew bot 1 108 54 36 27 21,6
bot 3 36 18 12 9 7,2
assault 5 21,6 10,8 7,2 5,4 4,32
ew mech 7 15,43 7,71 5,14 3,86 3,09
mech 9 12 6 4 3 2,4
h mech 11 9,82 4,91 3,27 2,45 1,96
To get some easier spawn in, we use the "go left, go top" method.
Hardest: 3* 4. Kains
Equivalent: 3* 3. Messmer or 3* 5. Vagabond
easier spawns
- 3* 3. Kains
- 3* 2. Messmer
- 3* 4. Vagabonds
- 3* 5. Arbalast
- no Yagals or Camelions
Perpetuum Forums → Posts by Jack Jombardo
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