101

(35 replies, posted in General discussion)

It is 6 months since steam EA. Registered users on the forums at end of April was 30,710 (Post with info), now there are 33,009. An increase of 2,299.

Alt characters on same account count toward that number and, of course, not every account is registered for the forums but it's still some use as an indicator of new accounts since then.

Just thought that was kinda interesting.

Allow remote buying and selling.

Zoom, is remote buying and selling really difficult to code or is there some other reason it hasn't yet been introduced.?I can't think of a reason not to introduce it with the game the way it currently is.

Syndic wrote:

There might be more people playing if Zoom & co. didn't have to play the game for you every 2 weeks.

There might be more people playing if there was more to be gained from owning a Beta outpost.

Any discussion on "action to balance the game", as the topic subject puts it, has to start with Alpha I/II, Beta I/II and Gamma rewards, risks and activities. Raw material types/quantities, fertilities, facilities, NPC ranks, artifacts, assignments, SAP loot ... the lot ... all of it ... all these things need re-balancing between island types.

The "problem" of power projection will change when the above re-balance is completed.

104

(3 replies, posted in Bugs)

Please stop reporting these. They're ever so useful.

105

(48 replies, posted in General discussion)

DEV Zoom wrote:

Pardon my skepticism, but a Symbiont would need to run 5 terraform modules 24/7 for more than 2 months to consume 2.5 million charges.

Seriously, Zoom!? Did you ever see Imidero? NeBs filled in a hole about 14 cubic kilometers on just one part of our base. Terrain was sea level at one edge and the hole was about 2500m by 3000m square. We lifted the terrain to 1900m height and had 2600m (above 0m) walls.

It took four Symbionts about 16 hours a day for three weeks to complete and at times there were double that number. That's just the back of the main base, does't include the front. On that island also were three 200m thick, 2600m high, 2000m long walls at the teleports. Add to that all the "passable terrain" terraforming and offensive terraforming during sieges of other bases.

I estimate that NeBs which, lets face it had less than 10 active members during most of this time spent easliy over 10 billion on terraforming. STC must have spent something similar or more. I'm sure PHM must be there or thereabouts too - they terraformed 3 islands.

I don't think there should be any reimbursement. We had fun, we made money, move on.

[EDIT] Oops, sorry. Jumped the gun a bit. Plead guilty to not reading the thread properly.[/EDIT]

Jolly good stuff.

No specifics on any incentives to go to actually go to gamma though.

New Level 4 artifacts with a loot table weighted toward cortexes and combat MK2 CTs might be a nice easy one to plop in for starters.
And how difficult can it be to create Tier 6 NPCs for that matter.

107

(57 replies, posted in Feature discussion and requests)

Gremrod wrote:

Please explain the perfectly good way. smile

Using the existing mechanic for spawning NPCs in gangs that range from "barely able to scratch the paint" to "Swarm of double-hard bastard Observers".

You commit a misdemeanor and wham! A proportionate force spawns, kills you and then de-spawns. Proportionate force can depend on anything you like really: you, your bot, your buddies, the level of security in the area, the time of the day, your relations, your corp relations etc etc.

Exploitable for gain, sure, it's bound to be ... a bit. How much depends on the detail. The main point is that using an existing mechanic and some thought a really fluid progression of security system can be created that has consequences across other parts of a players game.

108

(57 replies, posted in Feature discussion and requests)

Gremrod wrote:
Ludlow Bursar wrote:

What's the point of police towers? Why invent something new? (Well, re-invent)

If you want security just spawn a bunch of mobs that de-spawn when they've done their job. Even opens up the possibility of zones having different calibre of mobs.

The main reason is to have a progression of security. Right now we 100% safe or 100% unsafe.

Yes, I get that. But why re-invent the police tower when there's a perfectly good way to implement security progression now without having to bother.

109

(57 replies, posted in Feature discussion and requests)

What's the point of police towers? Why invent something new? (Well, re-invent)

If you want security just spawn a bunch of mobs that de-spawn when they've done their job. Even opens up the possibility of zones having different calibre of mobs.

Burial wrote:

There used to be few players who would've been perfect for CSM positions(Ludlow, Tux and few others), sadly they don't play right now.

Nice of you to say so Burial. I do still play, I just rarely undock. I build stuff and sell it ... slowly.

Like a lot of others though I'm (and I hate to say it) a bit bored. There's little to do.

In a game like this one the waiting between PvP engagements has to be filled with something and meaningful PvE content is severely lacking.

The frustrating thing for me is that all the mechanics exist in the game already to make PvE content much much more interesting. The Devs, however, seem to lack the imagination to use those mechanics creatively to do so.

Edit: Reword last paragraph, confusing grammar

111

(12 replies, posted in Open discussion)

Very nice. Looks like Perp has been helpful in learning to draw and write.

I bet he's rubbish at adding up.

112

(641 replies, posted in Testing server)

DEV Zoom wrote:

Gamma islands setup

  • More variation in the topology of gamma islands: archipelago type zones, less symmetrical layout, etc.

This sounds really good.

  • Are you planning to vary the current 2048x2048 tile "footprint"** for islands?

  • Have smaller footprints?

  • Have footprints that aren't square? - sort of thinking Tetris shapes here with max of four 1024x1024 tile blocks or even maximum sixteen 512x512s

**Can't think of a better word right now

113

(29 replies, posted in Bugs)

http://blog.perpetuum-online.com/archive/2011/06/

Dev blog 30-Jun -2011 wrote:

When we realized the seriousness of the problem, I contacted one of the most knowledgeable people I know in this field and asked him to help out as a fresh mind always has a better chance finding hard bugs. Our deepest respect Soci! (Shameless promotion: http://soci.hu/).

Is it time to call in Soci?

114

(641 replies, posted in Testing server)

I hear you Cassius but would argue that minerals, robots and research points have a place in the game somewhere other than gamma thus shouldn't be included in the wipe. MPC structures are useless anywhere else so they should.

Generating 24 islands was an uncomplicated process for gamma 1.0 because terraforming was so powerful then. It might take a bit more manual intervention to make them playable this time if terraforming is to be restricted but yes, I'd like to see 24 brand new base terrains. Wipe the knowledge of those terrains too.

NeBs also has a quantity of structures up in the three figures (to which we still have access) which I spent literally thousands of hours building. I don't argue for this because I have little to lose.

I agree whole-heartedly that the mechanics are the main issue, however. Sort that out then wipe the lot I say.

115

(641 replies, posted in Testing server)

A wipe of all MPC structures and CTs would make sense as part of the gamma wipe which has already taken place whether prototypes for MPC structure are introduced or not.

116

(641 replies, posted in Testing server)

btw. Are you intending to introduce MPC building prototypes when you re-launch gamma. I think you should.

117

(6 replies, posted in Balancing)

Two (or more?) grades of plasma anybody? Plasma and High Grade plasma.

118

(102 replies, posted in General discussion)

Get rid of beacons. Get rid of static spawns. Re-balance NPCs for loot and difficulty. Make hunting NPCs on Beta one of the only ways to acquire sufficient quantities of Hi-tec kernals. Give us something akin to those scannable "dungeons"* you alluded to many moons ago on Gamma with balanced rewards. Press Go. Something like that anyway.

*FFS don't call them dungeons

I would make the word 'farm' nonsensical in relation to NPCs and instead make the word 'hunt' more appropriate.

Might as well delete this topic, seeing as there is one in GD. Even though mine was first ... just saying wink

Have the forums been hacked or has Zoom finally snapped.

plus one to the hack btw.

122

(35 replies, posted in Balancing)

Hunter wrote:
Ludlow Bursar wrote:

Why does the new player see the need to compete with the Vets from so early in their Perp career? Could it be that there's very little to do or to strive for in between Noob and Vet.

Maybe because of Perpetuum-online about PvP? The game designed for competitions. If the DeV's wanted to create a PvE game - they would did it. But perpetuum exactly PvP oriented game with some economic aspects. Gamma is a giant PvP content. The ppl just need to able to get it.

Three of the examples I mentioned (new island types/configurations, specialised bots and meaningful roles for smaller bots) are about PvP oriented content.

123

(35 replies, posted in Balancing)

Hunter wrote:
Ludlow Bursar wrote:

The fundamental problem underpinning perceived EP gaps is lack of content.

What kind of content?

There are umpteen topics on what new content is neededt ranging from new island types, more varied missions, through to meaningful roles for smaller bots and new bots with more specialised roles etc etc etc etc etc.

I'm not going to add my own preferences here but instead ask the question:

Why does the new player see the need to compete with the Vets from so early in their Perp career? Could it be that there's very little to do or to strive for in between Noob and Vet.

124

(35 replies, posted in Balancing)

The fundamental problem underpinning perceived EP gaps is lack of content.

125

(17 replies, posted in General discussion)

I can't be arsed to type it all again so here's what I and a few others said about it after the Assignment II blog came out some time ago.

Some good ideas in there, I thought.

http://forums.perpetuum-online.com/topi … -thoughts/