Arga is right. Sales are not the problem. Purchases are.

Trials should be prevented from buying stuff (and therefore act as an inflationary force and as potential money laundries) at least until there is a better progression in money making capabilities.

Trials that sell items are not a problem. They have not access to a lot of item faucets and even if they did they would be a deflationary force.

Consider enabling sales while still restricting purchases.

28

(29 replies, posted in General discussion)

Arga wrote:

I find work fascinating...

I can sit and watch someone else do it for hours.

Yes. And it makes me feel creative too. I keep having a lot of ideas on how that person could improve his working, if only he was not such an idiot and would listen to my suggestions.

29

(106 replies, posted in Balancing)

AeonThePiglet wrote:

In WoW, I chain killed a 50 something shaman on horde with a 40 human warlock on a pvp server.

If you knew how to play them, affliction warlocks in Burning Crusade were awesome. Especially between lvl 33 and up to about 50. Destruction was also nice, but affliction earned much more tears because of the mechanics (and lol healing self so much you out-ranked priests in AB and WSG @39).


Back to the topic.

I'm noob and what I say may be wrong. But I think people is asking the wrong questions. The real question is not "why would an alfa corp want to move to beta" but "why would a beta corp that controls another territory want to conquer your territory". That reason would be valid for the alfa corps too, and then we may eventually ask wether there is an imbalance that prevent alfans to have a chance.

For what I understand there currently is no or extremely weak incentive for a beta corp that controls a similar outpost somewhere else, to desire the control of an enemy outpost. I know P is not EvE, but many here know how EvE works and there are similarities, therefore it's reasonable to use it for examples. The solution of the above problem in EvE is moongoo. This was especially true in the old mechanics when the development of nullsec (EvE's beta area) was still incomplete. Moons (at least some moons) were the most valuable resource in the game, only exploitable by the owner and the very definition of territorial control.

In P there is absolutely nothing in enemy territory that you cannot exploit without conquering that territory. Except for the outpost itself, which is not going to give you much more than what you already have if you control another similar outpost.

Sisohiv wrote:

I farm my own kernals, solo. If I kept doing that through out my Perpetuum career, it would make me one helluva pile of NIC. That of course will drive up inflation though if I were a standard.

Whut?
Farming kernels is a deflactionary action, not an inflactionary one. At least if all you loot are the kernels, you are not doing an assignment and you do not use so much ammo/lose so many robots that the cost of the ammo and robots you lose becomes more than the value of the kernels.

Farming NPCs in general is both inflactionary and deflactionary (or eventually neutral) depending on what is being looted and the current economy values. Firing ammo, losing robots and fittings and selling plasma (and any mission payout) are inflactionary, looting kernels/ammo/modules and repairing damages are deflactionary.

Snowman wrote:

Avatar Creations have a lot to learn about economy. roll

THIS

edit: sig updated

32

(106 replies, posted in Balancing)

Good description of the swarm, Aeon. I wouldn't call it communism at all. It's no more communistic than most real life european countries politics. It's also much more social democratic than it is communistic. But this is irrelevant.

In terms of the old EvE politics, when controlling territory meant towers at the moons and tower warfare and no one yet had blobs of hundreds of dreadnoughts, the swarm organization was already an exception.

Each super-power in the game had his specific organizational structure. Yet it was (and actually still is) common to have council based superblock politics where a superblock is a semi-permanent NAP+CoAggression Pact between several alliances where each alliance in the council actually is itself the most powerful one of a group of alliances forming a more permanent NAP. Within these smaller NAPs the non-leader alliances were generally termed pets (if fighting) or renters (if generally not fighting) by the enemies. Internally each NAP and eventually each alliance had it's own organization. Often, not always, the NAPs would be council based (some were leader based). Often, not always, single alliances were leader based, some were council based.

Goons always disliked both the "council" principle and the single leader one. So much that they somewhat disliked being part of a council based superblock.

And that's probably why goons were never really considered a part of a superblock. They were considered allied (possibly temporarily) to one or more superblocks or to one or more other powerful alliances. But never really part of a superblock.

Goons were not part of the eastern russian block, and yet they were often sympathetic to xXDEATHXx (and even Solar) and definitively big friends of the RED Alliance (because of great respect earned in historical circumstances in Insmother). Ther were never part of the big northern coalition NAP, but they were allied to them for a long time (especially against the BOB later Ken later IT forces and their allies). They were never part of the mini coalition between PL and SOT that controlled Fountain, but had a long standing friendship with PL (partly, I think, because of the respect based friendship between the Mittani and Kugu and the involvement of Kugu with PL, but of course mostly because they had the same agenda against BOB). The fact that the swarm and PL often happily fought each other is irrelevant: they were not fighting, they were just 'sploding each other ships (I guess you know what I mean).

Yes. The swarm has always been more "robust" and mostly immune to burnouts, pissoffs, failcascades and other shenanigans. And yes, it's leadership (or more exactly it's political organization) proved to be superior in several ways.

And yet I do not think that superior leadership or organization is the main reason for the persistence of the swarm. I think there is a deeper reason. A reason similar to the bound that keeps the eastern block together (more or less). Or the one that more than once prevented the complete failcascade (did not prevent multiple partial failcascades, but did prevent a complete one several times) of the french guys.
A bond that has to do with strong out-of-game recognition of each other as part of a social group. That's nationality and national culture/history for the french and the russians. It's a forum for the swarm.

I'm sure more than one eyebrow will rise to the idea that a forum can be as strong a social identity as being russian (or japanese, or french or whatever strong national identity you like). But those eyebrows do not belong to someone that knows that forum, and those that do not know it do not understand it.

33

(29 replies, posted in General discussion)

Snowman wrote:
Lucius Marcellus wrote:

but rather it gives you much better yields on refining and makes manufacturing more efficient.


er no! in fact.

Every 10% 'relation ration' you have only adds 1% to your material ratio.

so even if you grind up to 40%.. it only adds 4%.

Now, 4% is a nice little addition to your efficiency..  but 'much better' it is not.

That has to do with the fact that the economy is broken and the market is not yet developed. If you were to confront an horde of other manufacturers and traders fighting them for profits and the actual operational margins were razor thin, even a 0.5% (dis)advantage could be the difference between making money and losing it.

34

(9 replies, posted in Guides and Resources)

Doek wrote:

Still, even if they do realize most of the description fail in some respect (I was scuffed on IRC today for mentioning this for apparently what was the 100th time), what would be a correct description here that actually made sense? Pulling out a calculator for even multiplicative percentages is not rocket science, but this is just weird.

Actually "V decreases by x% per level of ..." or "each level of ... decreases V by x%" are fully correct only when referring to the multiplicative composition.

Yet most people are not used to thinking multiplicatively and would understand it additively even if the correct description for an additive composition would have been "V is diminished by x% of base value per level of ..." or "each level of ... diminishes V by x% of base value".

edit: "V is additively diminished by x% per level of ..." would also be correct, but probably somewhat more confusing for most people.

Knowing that most people would have problems understanding compound composition because it's a multiplicative operation, I have serous doubt that a description like "V decreases by the reciprocal additive x% augmentation per level of ..." would make sense to anyone.

And it still would not explain why the hell they did it that way.

35

(9 replies, posted in Guides and Resources)

bigsteve wrote:

Calculation is, 12.5 / (1 + 0.25) = 10 sec.

You do realize that the OP knows it already (he posted that formula on the forums earlier) and he's not asking how it's computed but why?

36

(9 replies, posted in Guides and Resources)

There are two ways to compose (or stack) an x% reduction n times.

V*(1-n*x/100) is used when you refer to n reductions of x% of nominal value V (also known as simple composition or additive composition).

V*(1-x/100)^n is used when you refer to n successive reductions of x% of the current value (also known as compound composition or multiplicative composition).

The second formula is better for gaming purposes (and in general for most purposes) because the result is positive for all positive values of x less than 100% and all positive values of n. In particular it makes unlimited number of compositions possible even with different rates (multiple modules and multiple extensions, for example, even with different percentages that would add up to more than 100%).

It also makes the "reduces by x%" description nominally correct for all modules and extension levels independently from any other active effect.

I do realize that this does not answer your question. Not being a dev I can only assume that they went with the V/(1+n*x/100) formula because it offers some of the advantages of the compound formula (result always positive) but it's faster to compute. I am aware of the fact that it makes all descriptions actually incorrect and that it does not really have the benefit of composing different effects the way the compound formula does (also: is the saved computational time really relevant today?)

Unfortunately the fact it's not what I would have done is irrelevant as I'm not a dev.

Zeb Atlas wrote:

It would be cool to have a weight total

A weight or a volume total? You wrote weight, but you described a volume total.

Annihilator wrote:

to make it simplier: your asking for beeing able to abort a loading screen.

tell me please one game/program where you can do this.

EvE?
/duck

Sulfurblade wrote:

Crafting was insert resources into factory with Blue Print and wait?!?  Thats NOT CRAFTING....

You tried EvE, you did not understand it, you played it for too short to even have a chance to begin to understand it and also, probably, did not put in but a fraction of the needed effort. Now you say EvE is broken.

If you were to say it's too complex for your liking or it requires too much time and effort, than you could have been right (that is a subjective opinion and therefore there's no arguing). But you did not put it in subjective terms, you put it in objective terms. And you are just wrong.

That quote is very telling. Putting resources and blueprint into a factory and waiting is the easy part anyone can do. And if that's all you do you will lose money or, at best, earn just chips.

EvE professional manufacturing requires knowledge of the market, ability to project future market movements, ability to plan your productions, ability to procure resources, ability to plan and execute the logistics of moving the resources to the manufacturing plant and then moving the products to the market (and the logistics to keep the towers fueled), ability to market your products and, especially if you do T2 or T3 stuff, much much more.

Most of it is done in Excel and/or with some other professional analysis, projection and planning tool.

You do need several months of skilling on your character(s). But most importantly you need several months (probably years) to learn how to do it at the best as a player (and you need to be among the best, or the others will crush you: manufacturing PvP and marketing PvP are actually tougher than pew-pew PvP. Especially marketing).

Producing a few missiles from minerals you could move in a frigate, may be nothing more than putting stuff in and waiting to get stuff out, but when your get to needing average weekly (not to mention daily) mineral supplies measured in multiple freighterloads, act without careful planning and monitoring and you'll soon find yourself losing billions of isks in a matter of hours because someone farted.

Hugh Ruka wrote:

afaik every weapon can deal any damage type, it's not like EVE

This is only partially true. They can all deal all damage types, but a sizable share of the damage they deal is predetermined.

As a Pelistal you use missiles and can deal 100% seismic, but not 100% kinetic or 100% thermal. A good share of of your damage will be seismic (eventually mixed in with other types).

Therefore you can be the most effective foe against Thelodica as they are weak to seismic and you can deal 100% seismic while you are strong to thermal and at least 60% of their damage will be thermal.

On the other side you should be careful against Nuimqol as you are weak to Kinetic and they can deal 100% kinetic, while they are strong to seismic and at least 47% of the damage you deal will be seismic.

I have told this to a GM in ingame chat several days ago and he told me the Devs had been alerted and would get on it ASAP.

I hope they fixed this in the update that was planned and has been postponed.

I still think they should hack a SQL script to find and remove them manually and run it periodically until the patch is out.

Not a problem. Noobs in arkhes do more damage with bullets than with faction weapons.

+1 to what Auguria wrote.

You cannot tank the whole spawn? Works as designed. You are not supposed to be able to tank the whole spawn. Not even half of it.

You do not tank all that damage. You avoid most of it.

44

(106 replies, posted in Balancing)

Alexander wrote:

I'm late to the thread. Can someone TL;DR it for anyone that's put off by walls of text. I've read most of it but I'm lost on what the current discussion is now.

Something about meta gaming and game corp size balance?

Interesting social dynamics happened in EvE warfare in the past (and, to an extent still happen today). Are they the result of leadership failure? Some say yes, some say no.

Why is the military might considered the one and only real measure of power in PvP areas in EvE? And is it actually the most important aspect?

45

(106 replies, posted in Balancing)

@mammoth
Things are a changing. I'm not very well connected with nullsec life today but I suspect it is now somewhat important to actually exploit the territory. The value of the territory itself is now tied to the amount of exploitation you do and the sheer number of supercapitals employed in current warfare suggests that the revenue from exploitation (or renting) is now important.

However this was not the case a few years ago (and the failcascades and other facts reported by the Mittani are a few years old). Money flow is the main concern. When having a fleet of capitals was something very few could afford, not only economically but also in terms of skills, one of the most powerful forces was not eve a real landlord: they were mercenaries. When capitals became common and supercapitals were rare, moon exploiting alone was all you needed to sustain your organization.

Yes, having renters was an advantage (more money was always better than less money). But many forces did not have them or had them but really could have survived without. Alliances with established control of territory had them or exploited the territory themselves. But alliances that were doing the conquest war often did not (and couldn't because they had not an established territory).

It's actually hard to say for sure, because the ever evolving situation makes the boundaries between "no need" and "need" blurred. Also because many of the "no need" actually did have them anyway. You would have to have full access to internal accounting by one of those big alliances to know how important the revenue from renters was. I was never an officer of any of them, therefore I do not know for sure. But from what I know I suspect that many could have done quite well even without the revenue from the renters.

In hindsight I think the main reason to exploit the territory was to build the economic capital needed to develop a large supercapital fleet. It was needed at the time, but it eventually became essential with recent developments. Therefore it was mostly a mid-long term necessity than it was a current one. I also suspect that most did not do it for that reason. I think they did have renters either for pure greed or to save the money in case they were to lose their territory and needed some economic inertia to fight back.

Also remember the big difference between renters and pets. Renters exploit the territory. Pets actually hold territory and administer it however they see fit, as long as they defend it and help you in your wars. Many were (and are) real renters. Few were or are real pets. It's just a derogatory name the enemy uses to indicate a less powerful ally (or just an ally of yours they are trying to insult by saying it's inferior to you).

Rodger Wilcoe wrote:
Pak wrote:

You'll be offered the same assignments. But the relations you get from combat assignments will no more influence your use of the factories or your refining.

Industrial corporations shouldn't be offering combat assignments at all in my opinion. With this change they become even more pointless.

Same goes for combat corporations offering mining or logistic assignments.

You have a point. I'll have to check. I thought that industrial corporations already only offer industrial assignments, logistics corporations logistic assignments and military corporations military assignments.

The main problem, however, is another. Currently the benefits you get when using a factory (or prototype facility etc. etc.) depend on the "faction standings" as a whole. And these are, currently, the average of all corp standings. Therefore an industrialist (which needs to be efficient or he'll just lose money instead of making it) currently must rise his standings with all corporations, including military corporations that only offer military assignments.

There are, therefore, two possible solutions. Either all corporations (including military) will offer all kind of assignments, or they change the "faction standing" calculations and split it into "faction industrial standing" and "faction military standing" (and "faction logistics standing") each computed only from the standings with those specific corps and then change the factory bonuses so that they use the industrial standing but are not affected by the military ones.

Note that it's irrelevant whether the corporations offer only their own specific assignments or not. As long as an industrial corporation does offer you multiple industrial assignments, it's irrelevant whether they also offer you military ones. Just do not do them, if you are not interested.

TokTok wrote:

isn't puttin 100% in specilization?

i mean i would hope that 10 was better than 9 other wise there was no reason to get it. theres no reason to invest the EP in it.

Of course 10 is better than 9. But when you want to train two different things, are you going to invest in both or are you going to invest in one only? The way Perpetuum works right now is that you'd better invest in one only. Far better.

Those that specialize in one and only one thing will always be better served by investing only in what the specialize for. Those that do not specialize only one thing, and maybe want to develop two different opposite aspects, should be better served by investing in both aspects. This is not the case in Perpetuum: they are still better served by investing in only one of the two things they are going to develop. Even if they are going to develop them equally.

48

(106 replies, posted in Balancing)

Arga wrote:
Pak wrote:

It would be interesting to find more info. I do not see how that could be the case (well, I do, if I assume it was implemented stupidly, but I do not think the devs are stupid, therefore I do not see how they failed to implement it).

Assuming that having safe areas is for 'casual' players is why Eve is ruled by those with military strengh, but why Perpetuum has the opportunity to be better.

If you constantly have to be worried about getting suicide ganked then you have no choice but to militarize everything, when there is a place in the game where politics, money, and connections are the only way to get something done, then those become more important then combat.

I was referring to the reason it was exploitable, not to the reasons you do not want it to be part of the game mechanics.

Anyway I disagree that suicide ganking and wardecs are the reasons to militarize everything. The reason EvE is mostly military is because the most important resource exploitation in nullsec and the most important industrial exploitation in nullsec are both AFK activities except for defense of the territory. The fact that CCP wants EvE to be mostly military is why they designed it this way.

Also I am not convinced that militarizing everything is bad in and by itself. Actually I think the military not only is the most important aspect of the economy itself, but there's almost nothing that can replace it. But this is another story.

As for Perpetuum doing things better, it currently isn't, IMO. It gets some things better (depending on how you define better). But from my point of view there are a bunch of problems that are going to prevent the market and the economy from developing no matter how many players join the game. And as far as I'm concerned that is a capital sin for a sandbox. I'm still interested exactly because things may be changed and it will be interesting to see exactly what impacts will the changes have and how long it will take for the economy to develop after those changes. We'll see how things go in the future.

49

(106 replies, posted in Balancing)

Mammoth wrote:

Except they need allies to exploit that space. Devaluing the importance of that is the problem. 'I can shoot you in the face through my foot' is not power, and thinking that it is goes a long way towards explaining why these organisations are struggling with such simple things.

Except they do not need to exploit the space. And in EvE 'I can shoot you in the face through my foot' is power.

There are only a few things you *need* to exploit in the space you conquer (and they are the reasons you want to conquer it to begin with). Mostly moons. And they do it themselves. In the old times they would never let other people do it because control of the moons was the mechanic that defined control of the territory. Today the two things are unrelated so they exploit the moons that give insanely valuable resources and leave the rest unexploited or available for the renters.

The other "must have" are the structures needed to build capital (and supercapital) ships. These, once again, are anchored at moons. And it can only be done in conquerable territory (cannot use a hisec or lowsec moon for that). Also you do want to do it somewhere you have a tight control of because building one of those babies requires weeks (or months) for the build time and the equivalent of multiple man-months of mining in terms of raw minerals. You really do not want an enemy to destroy your factory while it's cooking a titan and holding all that ***. They used to do this themselves when you could count the number of supercapital ships in the whole game on the fingers of one hand (no way a pet or renter would be allowed to build one: he'd become stronger than you). Today we see fights with hundreds of supercapitals on each side. Go ahead renters and build some, then sell them to me anyway because you do not have the military force to use and defend them (they cannot be docked and are juicy targets) . Or do not: most of the blueprints and capital parts required (and often capitals themseves) are actually somewhat easy to buy on the (contract) market, nowadays.

Note that both moon mining and upercapital building are mostly AFK activities. You set it up and only need to go back once in a while to collect the produce and refuel the structures. It's mostly logistics (and marketing to acquire the resources or the fuel). But you do need to defend the structures (which is, in fact, what the military excel at).

Most military organizations have internal industry and good logistics. Very very few need to exploit the territory resources beyond moons and some NPC grinding.

One of the largest forces in EvE, years ago, had a very strong industrial focus. They also had numbers and a lot of military, but exploiting the territory, transforming through industry and then selling on the market was what they did best. Of course they had riches and resources and ships and fittings a gogo. In fact they were the first ones to succeed in building a supercapital. Which is one of the reasons they have been, soon after, been wiped off by a mostly dictatorial based military focussed force. Which of course also had a strong industry and controlled a very rich territory, but when you are among the top 2 or 3 forces in the game, of course you do have all aspects covered. Still military is the enabling aspect. You can me somewhat successful with military (and logistics) only. You can do nothing without a strong military arm (or ally). Of course get all aspects covered and you'll be better than military only. As long as your military subset is actually stronger than any potential military only force. Else they'll crush you.

Mammoth wrote:

The problem here lies in the fact that you're assuming certain things to be true for me because they are for you.

I'm not. I'm trying to tell you what the reality of EvE is and why, probably, the social mechanics we were discussing earlier (like failcascades) were not due to weak leadership (which is what you were considering the cause).

Mammoth wrote:

Perpetuums system has its own appeal, and it's not devalued by the fact that there are more hardcore games out there.

Sure. Also what I like of these games are the social, political and economic (mostly the economic, if you consider industry and politics as being part of the economy forces) dynamics. I'd even go as far as saying that I'm more interested in observing those dynamics than in participating in them.

I do play. Casually, if you want. But the main reason I will, most likely, keep a subscription (or, in the worst case, subscribe for a month once in a while) to both EvE and Perpettum (and a few other games, but none yet is as good in this regard as EvE is) is to observe what is changing over time. Much more than actually playing. I do need to play a little because a lot of this *** is absolutely invisible to whoever doesn't play. Most EvE players (and devs) do not understand the EvE market and not even the EvE industry, as seen as a market force (I'll do what everyone does and pull a percentage out of my ***: 95% to 99% of EvE players and devs do not understand it). I myself probably only understand it only to a small degree.

All of them understand what is clearly visible. Few understand what is going on beyond that (for those coming from EvE: Akita T and few others probably get it a notch better than the devs themselves, including Dr. Eyjo).

Rodger Wilcoe wrote:
DaOpa wrote:

I must not be reading this right .. someone help me out here ...

I believe it is referring to Industrial characters being offered combat assignments. That would most likely mean that you would no longer be offered combat assignments for your industrial relations.

Likewise combat relations should no longer offer mining assignments.

I don't believe it will affect currently acquired relations, simply making assignments more logical.

You'll be offered the same assignments. But the relations you get from combat assignments will no more influence your use of the factories or your refining. Therefore an industrialist will no more need to grind combat assignments before he can build stuff.