576

(5 replies, posted in General discussion)

Update news wrote:

Production lines in the factory will now degrade linearly, and they will be cleared when they reach 0. Degradation is 0.3 points per cycle for ammunition and charges, 1 for modules, 3 for robots, 5 for most of the MPC buildings, 10 for reactors and 20 for main terminals and facilities.

This is good news indeed BUT if we are going to have a 0.3 degradation can we please display CT points to 1 decimal point. 

Arga wrote:

Will it ever be worth using the combination facility?

As it stands it is a huge investment for very little pay-back. Same applies to decoder combination. Don't wish to de-rail the thread so early but (and it has been said recently before) decoders need to have a graeter effect on CT points now.

577

(75 replies, posted in Balancing)

Goffer wrote:

I think it is a bit early, to gave final conclusions...

and I think it will be a bit early for at least a couple of months.

578

(10 replies, posted in Feature discussion and requests)

Jasdemi wrote:

Do it.

Simple but cool. Do it. Nice one Jasdemi. +1

579

(33 replies, posted in Balancing)

Alauris wrote:

This is going nowhere everybody's talking about their own turf even if it's the topic about new players.

OP was about the gap. There is one.

Its a long wait to skill up from Sequer to Lithus. I'm a bit of a vet now but I remember how long I had to save up EP (with all the other stuff new players want to skill up on) to get more capacity in a hauler. A mech hauler would really help.

Its a hook.

580

(33 replies, posted in Balancing)

Alauris wrote:

Developers can't focus only to end-game when they do't have enough players.

20u is not difference.

I agree with you on the need for a mech hauler with a capacity somewhere between the Sequer and the Lithus (prob 160U). Newer players need this bot.

In the long run (and its been said in a number of threads already so I won't dwell) we need a new division for transport bots with two or three in each of the light, assault, mech and heavy range.

581

(14 replies, posted in Q & A)

Thanks for those numbers, Chris.

From the testing I've done, though, the formulae check out. For example:

1xT3 Cargo scanner needs 125 Espitum to build. At a 110 points I recover 80 which is:

1- (3/ ((p/25)+4)) = 0.6428572
0.6428572*125 = 80.35715
Floor (80.35715) = 80

The % on the facility in game reads 52% but I'm pretty sure this is supposed to refer (as it used to pre Industry 2.0) to the progress towards maximum achievable points. Although in this case that doesn't seem to work because by my calculations maximum achievable points is 275 so who knows what that 52% figure is.

The formulae, however, do work.

582

(14 replies, posted in Q & A)

A look at that graph and I think the formulae for Repair and Recycle are:

Repair = 3/( (p/25) +4 )
Recycle = 1 - (3/( (p/25) +4 ))

ofc, the graph does not provide me with particularly acurate numbers so if someone could test in game (I'm on lunch break atm and won't have much time in the coming days either) that would be grand.

I guessing that repair formula is also multiplied by some sort of base cost for the mod in question and the amount of repair required to get a final figure in NIC.

583

(14 replies, posted in Q & A)

Arga wrote:

this graph doesn't have the same slope as yours.

Tough to tell exactly from that graph but I'd say the slope is the same. The formula I worked out for ME on Refining, prototyping and factory is 100% correct. No doubt. (Unless, of course, they've changed it since test-server).

I didn't collect data on time when test was open and I wish I had now but feed me numbers and I'll work it out.

584

(14 replies, posted in Q & A)

I don't have formulas for recycling, repair or time but if I was provided with enough of the correct type of raw data I'm sure I could work it out quite quickly.

Alternatively you could ask DEV Alf. I heard a rumour that he was thinking of making formulae public anyway. Is this true, Alf?

585

(16 replies, posted in General discussion)

Ioci wrote:

Don't read them?

http://forums.perpetuum-online.com/rules/
Rule 3. Do not create duplicate topics. Always use forum search before you create a new topic.

There have been many threads on this topic very recently. I'm not saying don't discuss it, just don't duplicate.

I don't play EVE.

586

(16 replies, posted in General discussion)

STOP STOP STOP!!! I can't take it anymore.

No more threads about EP resets ... and while I think of it no more about PLEX type systems either.

If you want to talk about these things find an existing thread and post in there.

Annihilator wrote:

wow, congratulation of finding out whats common knowledge! I think thats been said to everyone who asks about production in help or on forums...

ok, point taken.

Next Contestent: Ludlow Bursar
Specialist Subject: The bleedin' obvious

To put the emphasis back on my main point. There is a random element - get rid of it.

588

(83 replies, posted in General discussion)

It should not be possible to recycle any item which is seeded, no matter what price it is seeded at.

I've spoken to DEVs in chat about CT degradation (before and after Industry 2.0) and got answers like "its complicated".

Why is it complicated? Even if the formula is fiendish and can't be writ on a 40 foot blackboard for want of space its still a formula and should precisely predict outcomes. From testing I've done in the past and DEVs comments I have to conclude that there is a "random" element to CT degradation.

If this is the case then it should be removed. I don't see what possible balancing would be upset by making CT degradation predictable.

590

(25 replies, posted in Q & A)

Lucius Marcellus wrote:

Before the gamma release every 2 week old player seemed to roll around in a t4 fit mech, at least for PvE! This way there's more to work towards ...

This is also another thing I like about high prices for mechs/heavies and T4 mods - the hook. Something to aim for that is long term that hooks people into the game. It is no secret that new player retention has been low. The more time you can get a player to invest in the game the more likely they are to stay.

My hunch is that making higher tier mods and mechs/heavies less accessible and more 'elite' will actually increase player retention. Good for the game in the long term.

DEV Zoom wrote:

If your standing and the facility is good enough, the extension doesn't boost it that much further indeed.

Good point, well made, I was in a 125 point facility on Beta. For a casual Alpha corp, though, I can see it is a good way to close the gap on those with a maxed out Beta facility.

592

(25 replies, posted in Q & A)

Anihilator wrote:

Twaddle! Give me examples.

If farming is harder, money is harder to make and bots and high tier mods are more expensive then consequences of loss are higher. imo this makes the game more exciting, gives an edge to PvP. Shooting games with non-consequential loss (or very little consequences) are repetative, require no brain-power and are boring as a result. Don't get me wrong, there is a place for such games, some enjoy them but I don't and I'm pretty sure the Perp DEVs are not trying to create one.

This is all a personal opinion, of course, but this is what I was thinking when I said that in the long run the whole game will improve.

Ok, roger that.

But having noticed an increase of 1 CT point for adding 21% of the available increase via extensions it seems one hell of a pointless place to sink EP.

594

(25 replies, posted in Q & A)

Anihilator wrote:

Why you cut my pocket almost 7 times?

Because is the long run the whole game gets better.

Same experience here.

T1 accum. recharge module with a lvl3 decoder and 0 extensions = 84 points
T1 accum. recharge module with a lvl3 decoder and 5 basic extensions = 85 points (I was expecting 109 points)

596

(7 replies, posted in General discussion)

Agree. Good job DEVs. It also looks better and runs a lot more smoothly on my machine.

Would be interested to know from the DEVs how much they think the test server helped in terms of time to deployment, bugs and balancing.

597

(31 replies, posted in Testing server)

Well, the new CT proficiency extension goes some way to addressing this issue since it can nearly double the points on low-end module CTs and more than double it on high-end CTs. In fact, the new extensions are a better solution than my suggestions of simply doubling the points because now its a matter of player choice - and thats what makes a profession a profession.

Doesn't do much for the degradation issue, though.

598

(31 replies, posted in Testing server)

Been having a long think about this one - its tricky. Having played with the numbers I'm leaning towards a solution of using two decoders to make a CT and doubling the points on CTs. One decoder determines the starting points and the other decides the number of items manufacturable before the CT expires.

This brings back the significance of the decoder and the CT. I didn't test a decoder lab on gamma - is it possible to make decoders higher than level 10?

599

(10 replies, posted in General discussion)

While we're all twiddling our thumbs and waiting for the Gamma Frontier to open here are a few stats from the May killboard to ponder:

Kills by Island
300 Alsbale
122 Norhoop
47 Novastrov
33 Hokkogaros
19 Domhalarn
9 Kentagura
4 Attalica
3 New Virginia
1 Daoden
1 Tellesis

Top 10 Corps (Kills minus losses)
42 We Met on eHarmony
39 Roving Guns
30 Dirty Dozen
29 Brotherhood-Of-Steel
21 New Economic Block
20 62nd Infantry Mobile
19 Remedy Inc
17 Coalition Forces
15 The Older Gamers
14 Menace To Society

Top 10 Bot-type deaths
52 Artemis
49 Kain
40 Arkhe
30 Baphomet
29 Arbalest
27 Troiar
27 Tyrannos
21 Termis
20 Waspish
19 Troiar Mk2

Top 10 Bot-type killers + damage dealtTotal - Num of Dealers (Avg per kill): Bot Type
282268.16 - 239 (1181.03): Artemis
199304.03 - 193 (1032.66): Kain
166897.19 - 101 (1652.44): Kain Mk2
087597.06 - 127 (0689.74): Tyrannos
086507.78 - 049 (1765.46): Gropho
084724.93 - 065 (1303.46): Seth
083207.16 - 045 (1849.04): Mesmer Mk2
076113.14 - 054 (1409.50): Mesmer
067012.56 - 048 (1396.09): Artemis Mk2
064178.99 - 067 (0957.89): Baphomet

600

(3 replies, posted in Feature discussion and requests)

We have a camera free rotate button but a single key to point the camera behind would be really useful.