Alexander wrote:

I'm of the opinion all attributes should be very even with a minor increase in a single direction.
Some people would prefer more half and half characters where specialised accounts just get to do more stuff sooner rather than half and half characters getting to do things much much later.

Rodger Wilcoe wrote:

I'll admit I generally prefer an "all-rounder" character, but when alts are viable I'm happy to specialise. One combat and one industrial.

There's a problem with attributes and I'm a sad panda now that they are changing the respec mechanics without having addressed the real problem with attributes.

Atributes in Perpetuum do not obey the "diminishing returns" rule. In fact the opposite is true: each 1 point increase in an attribute gives you MORE advantage than the previous point gave you.

As a consequence the best "all rounder" is the character that have put all attribute points in whatever you'll train more. If you train 55% combat and 45% industry, you are still better off with a 100% military attribute setup than with any other combination.

I so hoped they changed this and then gave everybody some time to adapt with full respecs available, before removing them.

52

(30 replies, posted in General discussion)

Friedrich Psitalon wrote:

Anyhow. My own opinion of things is that I think the newer entities ought to get together on an Alpha-2 (they have more interesting terrain, IMO) and all show up in lights/assaults, flag themselves, and have a lovely battle royale once a week or so, and then talk about what they learned with each other afterwards. If someone else shows up and flags in something bigger, the two scrimmage-sides put their differences aside and go for the third party until that's resolved. If a large third party shows, we leave the area utilizing speed and terrain until our flags wear off.

Anyhow. My own opinion of things is that I think Perpetuum lacks wardecs.

Also you just described Red vs Blue (in a game that lacks wardecs).

53

(106 replies, posted in Balancing)

Winter Solstice wrote:

from what I heard perp tried to install a similar mechanic to highsec, but the sentry towers in "Alpha" were buggable to hilarious consequences so they instituted a flag system.  But this is just hear say I heard that someone said. wink

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).

54

(106 replies, posted in Balancing)

Mammoth wrote:

This is where our communication is failing. You see corps with lesser military might as intrinsically inferior. We're back to 'smaller corp allying with bigger corp is bad, because'.

I do not. They are not inferior, they are unable to singlehandedly conquer and then defend (therefore control) territory. Therefore it is the military that have political power. In this sense (less political power) they are inferior as a fact, in EvE. Only in this sense. Also 'smaller corp allying with bigger corp is bad' is not true. But 'less militarily focused organization needing to ally with a strong military force' is an unescapable reality in EvE. I do not consider it 'bad'. But whoever defines 'good' as being militarily strong or having political power, will consider them 'inferior' (and by that definition, they are). Of course it turns out that, for the most part, those that decide what the definition is for 'good' is, are the ones with the power to decide who can do what where. And in eve those with that power are the military strong. And, not surprisingly, they define 'good' as themselves, and 'bad' as anything else.

Mammoth wrote:
Pak wrote:

EvE is harsh. There's no really safe area (think of it as there's no PvP flag and you can actually kill someone in alfa. There will be consequences, but if you really want to do it and are willing to suffer the consequences, you can do it).

Punishments for killing people in certain areas of the game sound pretty weak to me.

If that's the case, then you must hate Perpetuum. In Perpetuum you just cannot kill someone on an alfa island at all. That's even weaker than being punished for doing it: you are punished for just wanting to do it. At least in the sense that you are outright prevented from doing what you want.

Note that, in EvE, the current "punishment" only came as a dumb-down change when they realized that they wanted some more casual people. In the very beginning the consequences were much much less punishing than today.

55

(51 replies, posted in General discussion)

Predator Nova wrote:

The lack of Dev response to this thread might indicate that they don't have any idea either and are now going: Wtf gais what color is it?

More likely they verified that there is no imbalance therefore this is a non issue and they do not care.

What color the faction is depends on how you define the color of a faction. I personally tend to designate each faction with the color of the stripes that decorate the buildings and the structures on the sides of the mortorroads. Thelodica uses goldish yellow colored stripes as decorations.

TRANTOR wrote:

Why client compiled without LARGEADDRESSAWARE option?

It can be done only if you are sure all you code (including any third party library you use) correctly handles "negative" addresses.

It makes a difference only for players that are using a 64bit version of windows or, to a lesser extent, those on a 32bit version that changed the kernel boot switches and booted in 3GB mode (or are using a windows server instead of client).

57

(106 replies, posted in Balancing)

I do see and understand your point. And indeed there are rules and exceptions to rules.

In EvE there are a lot of "pet" and "renter" corps and alliances that are fully aware about being in that role and perfectly happy about it too. They do laugh at the monikers and they do consider themselves sort of "business partners" of the leading military organization in the area.

No-one ever said that you call a friend of your enemy a "pet" and by noon next day they failcascaded and you win the simulation.

It's more a question of war of attrition.

Also I did not mean that a leader of an alliance should intervene directly into a discussion on how a fight was conducted (at least not a discussion among the fighters, a strategical or tactical discussion vis.a.vis with the fleet commanders as a post mortem analysis of an operation is another story, but it would generally not involve comments on errors made, just strategical consequences and possible next steps).

However you do not have full control of how your organization grows, how good the different leaders are in building the right culture and all such things. You can have this sort of control in your corp (size 100-150, but sometimes larger and often smaller). You sometimes have it in your alliance (size 1000-5000), especially if it's made of few large corps and is focused (example a 1000 characters military alliance with 3 or 4 military focussed corps in the 200-300 characters each). You rarely have it beyond that.

Immagine this: a powerblock of 15-20 thousands of characters. Three "main" (in terms of military and political strenght, not in terms of numbers) alliances of about 2 thousands military focused, each also bringing in half a dozen or more "pet" alliances and "alt" alliances. Plus some less powerful alliances that are not directly "pets" of those main ones. This does not count the "renters" because they generally do not come into a campaign (may or may not be involved in defensive actions, but generally they only do it if their very territory is attacked).

There may or may not be a leading one, but within the powerblock the leadership is generally based on diplomacy. Those three "main" alliances will have the main talks. The smaller ones that are not pets may participate, but will have lesser diplomatic strength: they are part of the powerblock mostly as a convenience to them as they are aware they are weaker and it's good to be aligned with someone powerful.

No matter who you are, you did not build all of the powerblock. There are different cultures in the different organizations. The "highest" position you may have is that of the leader of one of the three strong alliances and the satellite alliances around you. No control over the other two groups nor over the minor ones.

So let's switch focus to one of those three organizations. You have built a strong military alliance. Probably you have a 200 characters military corp that you lead, there is another, or maybe two other, similarly sized military corps lead by someone you know very well, trust and share opinions and methods with. Then you have a bunch of possibly smaller alt corps (corps with alts of you and your members) each dedicated to something specific. Maybe logistics and transports, maybe industry whatever. Some of these corps may be  for industrial players that do not have a military main. All together you count 1000 mostly military and have been very successful. You control territory and are one of the three "main alliances" (in political and military terms) within the powerblock.

However you also have renters and pets. Let's forget renters. There are, let's say, 8 alliances that live as your pets. You call them "business partners". They live in your territory and help you defend them. They are partly military partly industry. The military parts came along with you in your campaigns. They generally are the same size of you or maybe bigger.

You did not build them. You have little control on their organization and culture. Together they outnumber you three to six times. Yet you are better organized and stronger. You could kick them in their butts any time. They know it. They became your allies because they believed it was much easier to ally with you and share your glory than try to beat you. You did accept them as "partners" because even if your 1000 are better than their 4000, the 5000 of you together are better than your 1000 alone. For similar reasons you then allied with the other three in the powerblock (15000-20000 is still better).

See the difference: you and the other two similar leading alliances in the powerblock are the ones that really did conquer the territory. The "pets" either helped (under your lead) or came along later. Also "renters" are those that exploit the resources and pay you for that. They are not going to come to fight against an enemy that may live far away (possibly they do not fight: they are industrialists or PvE players that are not specced or trained for PvP. They'll fight, maybe, if the fight comes to their home. But like peasants fighting with pickaxes against cannons).

So you somehow lead a force of 5 or 6 thousands and represent them within an organization of 15-20 thousands. And you have maybe 2 or 3 thousands more that will not fight but somehow you still represent them (the renters). And all you directly controlled and built in terms of "culture" is a 200-300 characters corp. At most a 800-1000 characters (including alts) alliance where, however, you are just directly organizing just one third or one fourth of the people, and the rest are under other leaders that built their corps independently (but you are united because it turns out you learned to know, like and respect each other, and they recognize you as the one representing your alliance).

The above is, more or less, the most common setup. It's not the only one. There have been forces lead by absolute dictators. And there are forces with a totally different organization. For example the alliance of the author of those articles (The Mittani) is atypical: 7000 characters in an alliance of 90 corporations, but the main force is a corp of 2600-2700 characters, a couple of specialized military corps with about 150 characters, a once external military corp that later has been accepted in the alliance counting 450-500 characters. All the rest are industrial and logistic corporations. That alliance historically had very few (if any) pets and renters. They did, however, have allies (as in partners in a powerblock) and occasionally considered "friends" other forces.

Remember also that, when someone is very powerful, the rules are sometimes a little bent. It is not unheard of to go with the rule: you are an ally so I'm not going to invade your territory, but I will eventually roam there and kill you, your pets and your renters if I'm bored.

EvE is harsh. There's no really safe area (think of it as there's no PvP flag and you can actually kill someone in alfa. There will be consequences, but if you really want to do it and are willing to suffer the consequences, you can do it). The metagame is the rule. No matter who you are, you WILL have spies and enemies in your organizations. And they may be closer to you than you think.

Suspect and fear is your daily breakfast. If you do not have the balls for that, go back to WoW. Yes it's a game. Yes, if you are considering suicide for what you lost, you need help IRL. But even if it's a game, it's going to be a hard game. It takes years not only to train the characters, but to build an organization that has some chance of being among those that make history. And your enemies are up to the bar.

Let me tell you of one "emergent gameplay" as they call it. A leader of an organization eventually pissed of a small corp. They decided to pay mercenaries for revenge. The mercenaries accepted. They created new characters. They infiltrated the organization. They gained respect and friendship from them. They gained power. A couple of them became leaders. One became the "second in command". When they felt ready, they organized the trap. Stole the organization assets and destroyed in an ambush the ship of the leader proceeding to kill her afterwards.

You may think she was gullible. She wasn't. She just befriended and trusted someone that turned out to have a secret agenda. A mercenary paid to bring on a revenge. It took him a few years to earn her friendship and respect. Him and his corpmates actually dedicated most, if not all, of their game time over a few years to that very thing: infiltrate her organization and act as dedicated loyal friends willing to work hard for the growth and prosperity of the group. Except that they were actually on a mission to destroy.

Consider what Winter Solstice wrote: it is a game. And this means people are willing to behave differently than in real life. Sometimes they will be like kids even if they are adults. Sometimes they will do things that would make them criminals and possibly bound to psychiatric care, if they did it in real life. But exactly because this is a game, they are not crazy or criminals. One is not following an obsession if he spends years to organize the doom of whatever you have spent years to build. He's playing. You spent years to build pixels. He spent years to destroy your pixels. He's not mad, if you cannot stand the idea, you are the one with a problem. (I do not mean you personally, I'm using a generic "you" here).

So, in such a universe. In such a reality. How sure can you be that if you enact good leadership your organization is not going to fail cascade? And how sure can you be that those words from your enemy did not play any role, maybe a small role, in your failcascade? After all even a billion pounds is still made of pennies.

58

(106 replies, posted in Balancing)

Mammoth wrote:

I'm not seeing how scale affects any of this stuff, which appears to be the only relevant section. More of it to handle, more people to handle it. Create a culture, don't dictate behaviour. As the organisation grows larger, that becomes even more relevant.

Very very few organizations were successful in EvE with that sort of layout. Those that did were, in fact, powerblocks, not alliances.

Some terminology:
- a corporation is the smaller organizational unit. Similar to guilds in some other games. They have shared offices and hangars, they see each other online, they have out-of-game servers for forums and organization of logistic services. Corporation wallets are used to pay for stuff that belongs to the corporation (like offices or player owned structures). It's controlled by a CEO and possibly some officers. We have them in Perpetuum too.
- an alliance is a group of corporations. Controlled by the leader corporation (actually by the CEO and eventually officers of the leader corporation). It's the smallest organization level that can claim territory.
- a powerblock has no in-game mechanics. It's a political entity. An agreement between multiple alliances.

When you say "More of it to handle, more people to handle it" it means multiple corporations in an alliance (the "more people" refers to the corporation leaders) or more alliances in a powerblock (more people as more alliances leaders).

What actually happens is that most successful corporations are ruled by one or few strong leaders (often in an almost dictatorial way, but sometimes in a more democratic setup. However it's nearly always a "democratic dictator" where the leader "listens" to the base, but still has the power and respect to impose his own decisions no matter what).

At the alliance level, most successful alliances have a very strong corporation that basically leads and gives orders to the others. Sometimes a couple or a few corps take that role, but when that happens they generally are just separate corps leaded by very close friends.

At the powerblock level, however, there is more "talking". That's were a dictator nearly never happens and diplomacy plays the bigger role.

I do not know for sure, but I suspect the reason for this is that there's a huge advantage in having very few people that are "in the know" and understand exactly what happens. The others are kept in the dark and just follow orders. They cannot decide simply because they do not have the information required to make decisions.

Fewer people with the knowledge means it's much more difficult for the enemy to learn what you are about to do and counter it.

I understand it seems all illogical and weird. But those are the social dynamics that have been observed over and over again. We can debate all we want that it may or may not be a leadership problem. But there are a lot of great leaders and organizers in EvE (including a lot of real-life leaders and organizers, some coming from the real life military some coming from the real life industry or economy or whatever). There are a lot of lawyers, diplomats, and other people used to talk and be convincing or to handle PR and social dynamics. And still that is what happens and no one has yet been able to dominate for a long time (long domination = more than 3 years controlling more than about one third of the territory). All I can say is what I observed (and not only me: the mittani's articles seem common sense, but they are well written and report facts and observations of real emergent gameplay). We can speculate about the reasons of these dynamics but we cannot change the fact that they happen despite the will of whoever was on the loosing side. I have a hard time believing that everybody that lost was stupid simply because everybody eventually have both won and lost at that game, depending on circumstances.

It would be much more interesting to have the exact opposite: you use up a module slot to gain the ability to activate the teleports silently so that the guard in the watch tower actually needs to watch.

60

(106 replies, posted in Balancing)

Arga wrote:

Pak, I'm specifically talking about the current Perp landscape at this population, not Eve or even Perp's theoretical future, but how the current unaffliated but similarly motivated corps have taken up similar action because of the way the game mechanics are working.

Specifically the large number of corps raiding the beta islands instead of taking up residence there.

When 62nd first broke away, they were the only group without an outpost that regularily roamed the beta Island. Now that is standard, to live resonably safely on alpha Island and only venturing out with numbers or suicidal tendancies to beta. Where you are most likely to meet only other alpha dwellers doing the same.

The 'concept' of burden free PVP was shown to be effective, without having to deal with logistics, politics, intrusions, blockades, or manical vendetta.

As Kalsius said, there's no corp out there that is willing to take on the addional burden of owning an outpost, and argueably there's no need to do so.

If players don't take 'ownership' of contested land then, as I keep pointing out, the game just becomes an "Arena" game with a little ninja mining and player run market.

You have a point. And the keys are:
- "burden free PVP was shown to be effective, without having to deal with logistics, politics, intrusions, blockades"
- "the addional burden of owning an outpost, and argueably there's no need to do so"

Yes. Perpetuum is probably becoming an "arena" game. And the market, even if it seems to be now more lively than it was in the past, is very very far from being a real market. The whole economy is very broken.

This does not mean things may change in the future, this game is still young.

Personally I'm less interested in PvP (in the sense of fighting) and are more interested in the sociological aspect of these games (in that sense PvP and politics are interesting).

This does not mean I did not PvP. In EvE I've had my share of "nullsec" in syndicate, placid, cloud ring, delve, providence, immensea, detorid and insmother. And even a lot of rifter dogfighting in lowsec. Also I loved roaming with Agony Basic course classes in my rifter as an alumnus. And having my T1 cruiser and 30 others doomsdayed to oblivion somewhere between ethernal reach and malpais and then my pod being scouted back all the way to hisec by an heroic ceptor just to see if we could actually make it 30 jumps in hostile 0.0 with a pod.

I'm also very interested in the industrial and economical aspects. Again I do (and did) play them, but it's not the playing them that fascinates me. It's understanding them.

I think there are several things that are broken and will prevent a real market from developing (too long to explain here). And this, together with other reasons, will in turn make it pretty pointless to fight for territory in betas. But the game is very young and things may change. We'll see if it happens.

61

(106 replies, posted in Balancing)

Mammoth wrote:

@Pak

Sounds like the leadership is leaving room for doubt. I've led a very successful alliance in a game where you had zero control over when attacks on your territory would happen. The game had multiple servers so it was on a smaller scale, about 800 members all told. Half or more of those members were in 'minor' guilds, but no one ever felt like those guilds were not doing their share, at least not in my guild, and if anyone among them ever felt that way they kept it very quiet... obviously. That's simply a matter of following the views expounded in your first link logically. People aren't going to doubt the value of their input if they can rationalise it away, and it's pretty damn easy to rationalise utterly baseless (whichever way you look at it)words from an enemy.

Again it's a question of scale. And also a question of how tasking the mechanics of the game are. 800 people on the server is nothing compared to EvE territorial warfare. Not even the kind of warfare they had a few years ago (and that's what we are talking here, today things are still different). With 800 people on the server a "large" force (numerically) counts in the dozens. If you have a corp of 100 members, it's easy to summon a group of 70 or 80 for an organized fight. Harder, but doable if you are good, to summon a group of 70 for a three ours fight each day for a month or two. But things do not scale. With a corp of a 1000 it's not easy to summon 700-800 for a fight. And very very hard to do daily for a month. Go up another order of magnitude and with a 10000 strong corp you'll find it very hard to summon 8000 once. No chance to do it repeatedly.

The mechanics of territorial control also are important. "No control on when an attack comes" is not sufficient context. What are the consequences of the attack? If a single attack can grant the enemy your territory, you can get it back as easily.

Think it in the context of the old EvE warfare. To control a territory you needed to control the majority of the moons. To control a moon you need to have a POS deployed there and keep it there intact for several days. Only one POS can be deployed at each moon, therefore it's either you or the enemy. Getting a constellation requires control of dozens of moons, each a potential target for the enemy. Destroying a POS requires a double attack: first round you put it into reinforcement. This makes the POS invulnerable for a number of hours (how many depends on how much fuel the enemy loaded in it).

Dozens of targets to be taken. Each requires a double attack. You decide when the first strike comes. But the enemy decides the timing between the first and the second. If you do not show up exactly at the correct time for the second attack (and bring enough power to actually win it), your first strike was useless: you will have to redo it. If you are successful you need to deploy your own POS and fuel it. Then defend it. And also keep it fueled (logistic nightmare in and by itself).

Both the first and the second attack may require an hour of firing by a fleet if there's no one defending (those structures are tough and also have automatic weapons). If the enemy actually shows up it'll take longer (and the attack may be unsuccessful). You need to destroy several dozens of those. AND to deploy and defend several dozens of your own. And then defend them. For days or weeks. And you are, maybe, 20-30 minutes away from the closest place where you can dock, repair and resupply. Capital ships made all this a little less of a problem, but there was a time when not many corps had capitals yet.

Add to the above the fact that a defending force may well deploy several dozens of ships. Often counting into the hundreds. And they are, by definition, "close to home" (logistics, resupply, time to redeploy when you are killed etc.).

The leadership required to organize and execute a territorial conquest, while keeping valid defense in your own territory and while keeping the logistics, the industry and the cash flowing to support that all, is not simple. A small but strong alliance with focused players would count 1000-2000 and lead a block of allied alliances altogether counting 5 to 10 thousands. And would rarely face a single enemy, but multiple forces on multiple fronts (while generally only focus to win on one front and just defend positions on the others).

While it appears "logical" that whatever the enemy says is not to be believed, you, as a leader, are going to face internal struggle for power (multiple), discontent about how a fleet commander conducted a fight, burnout from the struggle (in a campaign, if you do not keep it up for a long time, all you did so far becomes useless. And if you do, success is still not guaranteed), conflicts between the PvPers crying for more numbers and calling the industrialists and logistics to fight, and the industrialists and logistics that are not interested in PvP. Or the industrialists lamenting lack of local defense/logistics because the fighters are away from home.

One tactic used by small forces to defend was ... do not defend: go harass the enemy industrialists until the fighters are called back home to defend. Then disappear so that the fighters get bored and come to fight you again far from their home. Rinse and repeat until the internal struggles between these two groups are so strong that your enemy becomes weak (of course you need a few spies in the high and respected ranks of both the enemy industrialists and the enemy military, to help not only gauge the current situation but also slightly push the struggles up a notch).

I do not doubt you were (and probably are) a good leader. But I hope I did picture you what the reality was in that kind of warfare. And if I did it right, you'll understand that things are not easy. They seem very obvious when reported. But aren't when you live them daily.

Mammoth wrote:

That first article almost caused me to not read any further btw, it was pretty much common sense.

All hindsight is pretty much common sense.

Mammoth wrote:

The only reason I did read on was due to the fact that someone had managed to verbalise things most people take for granted, which is quite difficult to do. I've read several others now and they've been better, interesting although I wouldn't say terribly enlightening. I quite enjoy the high drama of massive alliances dissolving, so the 'case study' types are my favourites so far.

They are not enlightening because they are hindsight and reports. If you had lived them, they would also have a small "enlightening" flavor. Also these all happened a few years ago. Today most of the dramas happen in a slightly different way (exactly because today all those psychological mechanisms are well understood by most leaders, if not by most players). Also the current mechanics of territorial warfare are different. And the numbers involved are different too. It is no more possible, today, to have a chance in territorial warfare with a couple of hundreds of underskilled players just because the are very focused.

62

(106 replies, posted in Balancing)

Arga wrote:

It's always possible that if a large enough percentage of the simulation organizes for a specific goal, they will always over power the simulation, simply because you can't balance the game around that scenerio not would it be desirable in most cases.

In a small world with a small population like we have in Perpetuum right now, this may be true.

But when the world becomes large and, most importantly, the population becomes large, things are not that simple.

While it is still true that if a sufficiently large percentage of the population, if united under a common objective, could dominate and rule the whole simulation, the sheer numbers involved will either make it unlikely or make that group (in fact the unity of the group) extremely vulnerable to well organized political actions enacted by a very small group.

Think about it. If the numbers needed to dominate the whole simulation are in the order of 50~70 thousand people agreeing exactly on a specific objective, what are the chances of anyone leading them to that agreement? And if it actually happens, how long would it take for a couple dozen well organized people to infiltrate them and start ripping them apart from within (politically and psychologically?). I would be surprised if such a large group of people could be kept focused for longer than a 6 o 12 months despite someone actively working against it from within.

63

(106 replies, posted in Balancing)

Mammoth wrote:

Seems like a lot of mmo insulting is political, not just in eve. If my allies started wondering if I considered them pets because they were smaller, I'd doubt their rationality. I guess it's a question of how much external validation someone needs. I could see someone with especially low self esteem buying into it.

It's a question of scale. When the game mechanics are such that keeping control of territory requires being able to deploy a hundred people for a few hours of fight and you only have partial control of when the fight happens, things get tough.

In the times when those terms began being used, a campaign lasted weeks or months. Fights happened daily and the mechanics required double-assaults: first you attack and put the enemy structure in "reinforced" mode. Then you come back when the reinforced-timer expired and destroy the structure (and replace it with your one). You decide when the first attack happens. The enemy decides how long the reinforced timer lasts (but must do it before your first attack or). Taking a territory required taking control of dozens of these structures and keeping it for several days.

Many fights are therefore bound to happen outside your primetime. It's not unheard of late night alarms for an EvE fight. If your enemy has 5000 players and is somewhat organized, he may well be able to deploy a hundred at almost any time. And several hundreds in his primetime.

You may be able to win with only a few hundred players, but only if you convince them to be available daily for a few hours and keep doing it for weeks or months. And also be willing to come online in the middle of the night. It's easier to get the numbers if you have a few thousands of people who joined your ranks, instead of just a few hundreds. But more people are harder to control.

With few thousands of people it's no more a question of "doubting their rationality". You are guaranteed to have all sort of people around. Including many that are not rational.

The dynamics of a group of 100 players are not the same of the dynamics of a group of 1000 or 10000.

And when you have fights of 100-200 people per side with the timing of the fight not 100% under your control, you are talking of 100-200 out of a group of very focused 500 or normally focused 1500. When those fights happen daily for weeks and are sometimes logistical nightmares (as in when you die you need to travel for 30 minutes in hostile territory to join back your group), things get worse. If you can still ensure numbers in the hundreds daily, you have either a very large group or a very focussed one. Neither are easy to keep going. Especially if you know for sure that you have a few spies among your ranks that covertly work exactly on that: defocussing and demotivating your group.

Mammoth wrote:

I'm more interested in the numerically small alliances that were powerful. If that is a commonplace thing then I can understand the use of the term, just as I can understand its use in that particular instance. Otherwise, from all accounts it pretty much just amounts to yelling noob at someone who beat you.

Edit: and hoping that someone will beleive you.

The "persistently very active" numbers are always 'small'. As for yelling 'noob' to someone who beat you, that's exactly the point. Except that you are not doing it under delusion. It turns out that, given the numbers, you do not need to 'hope that someone believes you': you are guaranteed it will happen. That's why you do not do it under delusion but as a deliberate tactic.

Read the links in my previous post.

64

(106 replies, posted in Balancing)

Things are sometimes more complex than that.

The dominant force does not need to be larger than the "pet". There have been cases of numerically "small" (relative term) alliances that were extremely powerful.

AFAIK the term emerged from the forum dump of one of such forces. The "PvP l33t" members of it were lamenting about an ally corp that, in their opinion, was failing at strategical and tactical levels during a campaign and needed continuous spoon-feeding. Someone called it a "pet alliance" in a rant posted on the internal forums of the more powerful group.

Of course as soon as a forum dump of their private site became public, that "rant" has been exploited by their enemies in an attempt to grow malcontent in their lines, and specifically in the ranks of all their allies, including those that were not actually being discussed. You can easily imagine how the propaganda went: "you are considered a worthless pet by your own ally, just quit helping them".

EvE PvP reality is far more complex than what you see in Perpetuum (at least now). Metagame is common among the most powerful forces. Metagame is not only spies that join an enemy and steal their resources or report their movements/plans. There also is a lot of psychological warfare. Moles planted in enemy lines sometimes actively work to rise malcontent, dissatisfaction and internal conflicts as a way to weaken or defeat the enemy. Internal forum dumps (from a spy or by cracking the forum security), TS/Vent recordings (again by a spy or by cracking the server) and much more are common tools of the trade. As well as public forum whoring, trolling etc. It goes all the way to cracking the enemy servers and/or mounting DDoS attacks of the enemy TS/Vent server during a fight.

As for the use of "pet" and "renter", as Predator Nova wrote: if it's your friend it's an ally, if it's a friend of your enemy it's his pet or a renter.

Whether this is really the case is irrelevant. You call your enemy's friends either "pet" or "renter" anyway. You are planting a seed. If you are lucky someone among them will start asking "are our powerful allies actually considering us 'just pets'?". And maybe a member of the more powerful force will have to think twice before lamenting about an error of the less powerful one (or if he does not he risks malcontent as the allied corp/alliance may suspect you are considering them 'pets').

Planting such seeds may be subtle, but it has been proven to also be successful in many cases. Of course it does not work "alone". It's just part of a much larger set of stimuli that, altogether, undermine the enemy.

If interested you may want to read Secrets of a Solar Spymasters #20: Inside the Failure Cascade.

Also EVE Online: The Propaganda War and Sins of a Solar Spymaster 21: How to Survive a Failure Cascade are interesting.

In fact all the articles in that series are interesting in some way.

65

(106 replies, posted in Balancing)

Mammoth wrote:

What's a pet?

Eve terminology.

Derogatory name for a corporation (or even an alliance) that is considered worthless and weak but lives and prosper in PvP areas thanks to the protection/benevolence of a bigger and more powerful one. It especially applies to being weak/worthless in terms of political power, not intrinsically in terms of economical or military one (note however that those things are related: superior economical and military power generally also implies political power, therefore the lack of the latter is also generally considered to imply lack of the former).

Pets will "obey" orders from the more powerful force and have compulsory participation in military operations organized by them, in exchange for the "permission" to live in and use the resources of the PvP area they jointly control.

The derogatory "pet" moniker is not to be confused with the (sometimes also used derogatorily) moniker "renter". A renter also has permission to live in the area and exploit the resources (sometimes with specific limitations), but it is not generally required to participate in military actions, except for those of "territorial defense" of the specific area they are renting and, occasionally, bordering areas. However "renters" do have to pay a weekly or monthly fee for the privilege of living there and not being attacked by the main controlling force.

In simpler terms: "pets" are allies but with no (or very limited) political influence. "renters" are exactly what the name implies: people that pay for not being attacked.

DEV BoyC wrote:

Found a way to cut the operative memory use of the 3d engine in half. This will also deploy with tomorrows patch and should help some more with the memory issues.

Wow. Cutting it in half is huge. Maybe worth a blog.

67

(14 replies, posted in Q & A)

DEV Zoom wrote:

knowing the future would affect current game economy

Does that mean that having a current game economy is something that will actually happen in the future? <smirky grin>

68

(28 replies, posted in Balancing)

Alexadar wrote:

I dont like situation with lwf, because lwf now is like "musthave" module. For now, one leg slot is most probably used by lwf, what is not good for perpetuum.

Options to fix situation imo:

1. Increase lwf HP penaltie twice.

2. Increase robots base speed, and decrease mass reduction of lwf.

3. Remove lwf from game, increase base speed of robots, increase speed nexus effect.

4. Remove lwf from game, add ability to speed up using accumulator.

They already told us what they'll do. It's point 2: Increase robots base speed, and decrease mass reduction of lwf.

69

(132 replies, posted in General discussion)

Etil DeLaFuente wrote:

So how many of ex-eve players think wtf! a vaga is now an ewar bot! doh big_smile

Here I am waiting for them to introduce a firearms specialized mech with 10% per level falloff, 2% per level firearm damage, 3% per level speed bonuses. And call it "Falcon".

Because of Vaga.

70

(20 replies, posted in General discussion)

Kageru wrote:

The credit care options are all pretty bizarre and weird to non-europeans though. Never heard of most of them, paypal are ghastly and the JCC one is very eurocentric and demands securedbyvisa but links me to the EU version of the same (and I'm pretty sure I haven't set it). Shattered crystal is both using paypal and wants to call me (even though I'm not in the US).

Please put the game on steam and let me buy game-time through their f2p system. Their billing is painless and I trust them.

Paypal has been working fine for me for years. You do not need to pre-charge your account if you do not want to: you can use paypal as a payer-selected credit card processor. You do, however, need to have your credit card(s) verified by letting them charge you $1, but they'll give you back that $1 as soon as you actually use your account. Depending on your credit card, this approval process may take a month or more.

Shattered Crystal accepts paypal but also many other options, as most american companies do. Yes they will call you unless you are a returning customer. It doesn't matter that you do not live in the USA: they will call you anywhere in the world, landline or cellular. They'll ask you some questions about your whereabouts (things like what are the main motor-roads close to where you live, what's the closest railway station and other stuff like that). Once that is done you'll become an approved customer and they will not call you back any more unless there's something fishy with your account. They are good and fast.

Steam f2p requires specific code for Steam and would probably make the game unavailable outside Steam (also it would probably make it unplayable with wine under linux or Os X unless you install the whole Steam into the bottle). Most games available with Steam that are not Steam specific are also having problems (interesting example being EVE).

71

(75 replies, posted in General discussion)

Nidhogg wrote:
Dune Runner wrote:
Predator Nova wrote:

Yeah something like fuel is definitely good for the economy, as is any other money(nic)-sink.

This is in no way shape or form a Nic-sink. It will not curb inflation, and anyone who thinks like you is a complete ***.

Can you please explain that a bit further? Im just as stupid as Predator Nova and do not understand you.

Fuel is not a NIC sink. If anything it is a material sink. If fuel is not tradable from player to player and only purchasable by NPCs, then purchasing fuel would be a NIC sink (purchasing it, not using it).

A lot of people use to say that losing robots (or ships or whatever) in PvP is a NIC sink. It isn't. It's a material sink. Actually if there's some sort of insurance then it's a NIC faucet.

In terms of global economy, NIC faucets and material sinks act as an inflationary force while NIC sinks and material faucets act as a deflationary force.

An economy is stable if these opposite forces cancel out (are balanced) AND there is high money speed in the markets. If there is not sufficient money speed, the economy is stagnant and prices will fluctuate wildly independently of any balancing forces. Such fluctuations cannot be controlled by balancing/unbalancing. With high money speed however the economy will tend toward stability in the long term as long as inflationary and deflationary forces are balanced.

Remember: NIC sink is a simple action that removes NIC from the economy, not something that removes it from you. If you buy stuff from another player the only NIC sink is any taxes/market fees you pay, not the price of the item you buy. Using fuel is not a NIC sink as there no NIC removed from the game when you use fuel. Buying fuel from an NPC is a NIC sink, not using it. Buying fuel from another player is not a NIC sink (except taxes and market fees).

DEV BoyC wrote:

We don't have a custom memory allocator in place.

Consider putting in the effort needed to have it. Using a custom allocator for allocations that you do yourself is easy, but making sure that any allocations done by libraries (including system libraries) is a little harder. I have not been doing windows coding for almost 15 years, therefore I do not exactly know how hard it would be to do these days.

While the effort needed to initially check that every allocation goes through code that you control may seem huge, they payout will be immense.

Not only you will have easier ways to debug and verify memory related problems, but if you are hitting "out of memory" and there is no significant leak, you are very likely to need to keep memory fragmentation in check too. And it does not exist a heap manager that does it at the best in all circumstances: you need to experiment with different allocation strategies (and by that I mean different heap manager algorithms) and probably also different parameters (many modern heap managers can be configured).

DEV BoyC wrote:

As I didn't find a definite cause of the problems

1) Can you at least confirm whether most of the crashes are due to an "out of memory" condition or to something else (like an invalid dereference)?
2) What heap implementation are you using? Is it MS C++ standard one or are you using a custom allocator?

+1

Xianthax wrote:
Pak wrote:

You are referring to the very old RTC. I was referring to modern hardware and the HPET. But a friend told me why it is probably not being used: it is not supported by Windows XP. <shrug>

What are you talking about?  HPET doesn't replace the RTC for time tracking,  in fact  it has nothing to do with determining UTC time at all, its an interrupt timer for triggering events.

Which is exactly what you would need to keep a separate clock ticking independently of the system clock if you know the system clock is not reliable.