Ironically the changes made after the player/dev gamma conference call has swung too much in the difficult to kill direction now. Having reinforced building lose a % of their functions is an excellent idea. If its made that they lose all, there needs to be a way to repair them temporarily ... (Not an easy way)

I don't want anything made too easy in the game. If the game mechanics allow a relatively new, but determined corp the ability to at least try and settle Gamma, then I think it's a good thing. But to make bases virtually indestructible is not in anyone's interest. They should be hard to kill, but not impossible. I personally was hoping more buildings stayed destructible outright, and terraforming charges had retained some cost to them, but that's me. We are seeing the effects of this last change now. Hopefully the dev's will balance things a bit in the future. A game like Perp that is constantly updated needs constant balancing, it's the nature of the beast and I accept that.

Disclaimer: I don't think any current base is indestructible, be it ours or Chaos, and I'm sure we are both going to test that soon smile ... But I do think it may be a bit harder than it should be. Ultimately base defense should succeed on the human reaction and good planning, not automated systems; ie you wanna live on Gamma you need to be able to defend it.

Honestly I have said in the other thread the fight I participated was one of the best.

And I also acknowledged kudos to Chaos for finding a weakness in the base design and trying to get in.

@ Zoom, my suggestion is the game already has a mechanic for calculating distance between 2 tiles that are adjacent ...ie targeting another player ... height affects range ... can this game mechanic be used when deploying from a terminal?

Although I don't agree with the tactics that Chaos use to drop the walls and get agents inside the base, I will say the fights with them were some of the best and most nerve wracking I've had.

I dont like the tactics because they do go against common sense, a manual terraformer wont work if the slope is too great and a beacon terraformer wont work if other objects are too close, .... why should a building be able to circumvent these laws ...

I actually have less issue with the terminal undocking/docking mechanic ... simply because it was a creative idea.  However, my distance to a target is affected by height, and by this game law so should the random deploy distance from a terminal ... if its 120 m, you should not be able to land on a platform thats 500 m above your head ...

That said ... there were some basic weaknesses in the base that Chaos targeted ...and for this reason the Devs should not rush to change game mechanics without proper thought ..... CiR wasnt the happiest that we were able to roll thru their first temporary base and destroy everything and reinforce the main buildings ... the end result was now only 2 structures can be outright destroyed and the rest require a minimum of 2 trips ... all because of bad base design and not a faulty game mechanic.  If you the Devs do make changes, and some are needed here, please understand the cause and effect when you do it.

My simple suggestion is to take the same game mechanics that measure distance to a target apply to terminal deployment
And use the same mechanics that decide if a slope is too steep and apply that to the building smoothing process, dont eliminate the process entirely, try and modify it to make it work.

Accelerated EP does not in any way replace experience.

If you make this game too easy it will fail, players like the feeling of accomplishing something and overcoming a challenge by skillfull gameplay and planning.

Provide one (1) account reset at 6 months (thereby giving a new player a goal to sub for, a chance to fix Extension mistakes, and valuable game experience)

All orange bots on Alpha 1 takes away all risk. No risk = boring. Boring = cya.  Currently you can do 90% of Alpha 1 activities without npc threat anyways ... the very few beginner missions that essentially require noobs to mine in arhkes next to lvl 2 spawns is simply *** ... those missions need to be changed, not all of Alpha.

Oh, and everything Tux said.

I'm not keen on ICE, simply because I don't think it will bring AC extra money.  As an alternate method to boost nic for players I guess it would work, but nic also is no substitue for experience.

You dont lose players because this game is too harsh, you lose them (partly) because their direction and options are not clear.  While on trial I repeatedly attacked a lvl 2 arbalest - lvl 4 cam spawn that was close to ICS ... why? because it dropped more plasma than the lvl1's and ...OMG it once dropped a t3 LWF that was worth 350 000 nic!!!! I ruled perp that day ... and I must have lost at least 15 bots trying to figure a way to kill that spawn. In the mean time I perfected the delicate balance between kiting and mods helping range, speed, and locktimes.  These are VALUABLE skills to learn, to practice repeatedly ... make sure players need to learn these tactics by giving them content that demands it.

555

(117 replies, posted in News and information)

Strange Gunner, because I could see the views,%, and the users before.

556

(117 replies, posted in News and information)

dunno whats happening but my forums are all askew here, the formatting ... first time I've seen this ... And where is the unique views and % that were displayed on the Greeenlight page? I no longer see it ... just curious

557

(9 replies, posted in General discussion)

BandwagonX9000 wrote:
Ville wrote:

I'm sorry Nebs blew up your kain mk2 http://perp-kill.net/?m=view&id=248768

Ah I can undestand why he mistook them for NPCs.


It was my mining Kain Mk2.
I was afk mining on Alsbale.
After 3 hours I had more than 3200 Trit.
It was in a can, and they took that too!
Bandwagon must have told them the code.

Why do you have to bring up such painful memories for me? sad

558

(9 replies, posted in General discussion)

Funny when I was losing my Kain Mk2 pve pwnsaucemobile to the same roaming spawns I was thinking "If only these NPC's could post crap troll posts in the forums they'd be just like CIR"

Disclaimer: Some or none of these events actually occurred.

fuuu

I remember a 4th star Cam and 2nd star Devastator spawn not 1500m from ICS Alpha that dropped on occasion t3 loots like a lwf.  I lost alot of bots trying to farm it because it was challenging ... and was quite pleased I could solo it in a yagel (with careful kiting) before my 2 week trial ended.

560

(16 replies, posted in Q & A)

i personally think having to listen to repeated crap over and over about stuff that happened in the past is driving away the new people who stumble into this game.

That said, the last week or so has been quite calm. Quite nice actually.
And I'm not just talking about CIR, (have had excellent convos with some of them) or whoever my enemies are.  Allies are quite capable of bullshit also.
Active chat and forum moderation would be a big plus for this game, almost as important as good starter pve to hook the new blood, advertising, and various fixes requested/proposed.

Just my opinion.

561

(12 replies, posted in General discussion)

I saw this in EvE quite a bit and I am seeing this here.
People get confused by "sandbox" simply because they dont realize you have kindergarden kids and graduating seniors in the same sandbox. 

Maybe a better analogy would be a gym.

The gym is full of all sorts of equipment, but when you start out you can only lift the lightest weights, effectively.  Sure you can go anywhere in the gym and try anything, but until you start out and grow your character you are limited to the easy stuff.  The more time you put into your character the more of the gym you can use, and the better and stronger you get. Then you can have 2 people, in the same gym side by side, one is new and one is a regular. And both can make full use of what the gym offers.  This is what the ideal "sandbox" game should provide for all its players.

562

(41 replies, posted in General discussion)

Rex Amelius wrote:

Will happily support this and drag all my friends kicking and screaming to support as well.

I'm gonna drag your *** back in game first! Come join me and Tux helping STC to world domination and dying horribly.

563

(136 replies, posted in News and information)

Norrdec wrote:

After the awesome update that everyone said WOOHOO the caravans are moving on gamma!

1) I went into a Kain to kill some 5th star assaults and 2 5th start Kains. The caravan at that time was 2km from the terminal.
2) Took me about 20 mins (with a mech moving >70kph, doing about 500dmg every 5 seconds, with some downtime for travel)
3) I received some std mods, 1.5k plasma.
4) I can't "go to another caravan and not waste time on killing these guys", because I have to kill the caravan for a better one (potentially) to spawn in 10 mins.

End result - Unless the caravan is on your terminal, it's a time waster. Waiting for sparks.

Yeah, is this working as intended? I wont complain about it being harder to kill spawns, thats fine .... but having to chase a roaming spawn over 5 km of land because they dont stop running, or on a hilly green island having to run around and around to find a new LOS location just to keep shooting a continually moving spawn ... not too much fun ... Once a roaming gamma spawn is shot, why don't they stop and at least fight? I dont want them to just sit there to be killed, but they just never stop running away, or even assist the one in the spawn that you target.

564

(136 replies, posted in News and information)

With respect Zoom, I believe Tamas was pushing cheaper terraforming cost ... and some others agreed .. and in general, maybe slightly is ok. But reducing them to 20% of their current costs is far too great a change.  Remember, you the Devs were the one the proposed the 2000m change in the first place and it lead to a great hue and cry on the forums and the Dev/Player conference.

But your stated purpose for the change was to promote base defence, not island defense.

And to that end the current terraforming costs only allowed one, maybe 2 teles to be walled off with massive walls, a temporary stopgap (quoting Lemon) that allowed corps some time to solidify their hold on an island.  The high cost meant that A) Corps with lots of money had better opportunity to settle Gamma (working as intended) and B) You had to think about what and where you terraform.

Perhaps this meant using the islands natural landscape to somewhat mitigate the costs of base construction, and choose a location carefully. How can this be bad?  And I suggested reducing Base terraforming, vs regular terraforming, as an incentive to make the players concentrate on Base building, not island isolation.

With cheap terraforming every base will be constructed on top of a square that rises 400m into the sky ... why even bother to find high ground and modify it or a location that has better natural defenses?  Result ... Ugly assed islands.

565

(136 replies, posted in News and information)

Ok, one change I read that I think will have the opposite of what you desire ...

Terraforming charges to be 1/5th of their current cost?

If you have stated that you envision players on Gamma defending Bases and not islands, the drastic reduction in terraforming cost will make it far simpler to wall off all island teleports, and reduce player interaction.  If you had lowered base terraforming costs while keeping the rest high(er), this would encourage base development.  Such a low cost means that terraforming will be quite widespread ... theres no need to think where to terraform and when to invest the nic required.

I think its a terrible change imo.  I hope I misread it and you are reducing the cost by a fifth, not to a fifth, of their current cost.

Fortress Island = Player Isolation.
Fortress Base = Players roaming (perhaps with difficultly) other players islands = PVP = world is spinning correctly.

566

(136 replies, posted in News and information)

Ville ... Zoom  said "you are remotely able to delete targets", but I think you need to be in a terminal to place targets.  Thus upon implementation, you cannot place or spark transport to any place you are currently locked out of ... interesting to see what happens if you have a spark target installed and then leave that corp/lose that outpost ...might give a whole new way to spai.

Changes are interesting.  Although I see the need to have a teleport safezone from the longest range turret, I had thought the consensus from the conference was that 1000m, not 2000m was the preferred range.  Might be easier to restrict how close the long range turrets can be placed to a tele, rather than all structures.

I can see the spark transport being used to move miners and defensive fleets around a gamma island and save on the long jog, but you will need to build multiple terminals (not a bad thing).  However, how about player built island only teleports?  Have a neutrality setting (so no enemy interzoning) and limit to 3 per island .... you could probably move a force or miners quite effectively around an island, and the bots also.

Just some inital thoughts, will think about it some more .... steps in the right direction.

567

(116 replies, posted in News and information)

Nothing will work right or as intended in a game built for 2000-10000 active online subs when the population averages maybe 200.

The basics for everything is there, and barring some tweaks, reasonably sound.

Market
Production
Industry
PVP
Beta Sap
Gamma Settlements

None of these will work in our current population. And they dont.
Shame, its a great game. Please Devs, advertise more if you can.

568

(116 replies, posted in News and information)

Anni, the current range for structures is 500m from teleports. At this range, yes you would be insta-popped upon entrance. The 1000m range is currently suggested instead of a 2000m range. And the 1000m range does not throw away the current CIR defense layout. It still leaves figuring out what to do with 1500m range turrets  ... If those turrets were restricted to not within 2000m of tele, you could still use standard around tele and high tech around a base.

That should make bases harder to kill (good) and teles somewhat defendable but not impregnable (good).

569

(11 replies, posted in General discussion)

Jas, I'm starting to hate you less hard.

570

(116 replies, posted in News and information)

Annnnd .... Coming home from work and there's some accident, doesn't look like I'm gonna be on time sad will do the best I can.

571

(12 replies, posted in General discussion)

"I dont have to pay to play EvE"

Kinda sums everything up.
And I cant be assed to quote and edit your post to highlight that.

572

(116 replies, posted in News and information)

If possible I would like to attend.  Considering that STC has been directly involved in breaching current allowable defenses twice now, I might have something constructive to add.  And it is correctly pointed out that although we are allied with NATO, ours, and NeBs, and other corps definetly have their own agendas in regard to Gamma.

At first glance I think 1000m from teles is acceptable, and perhaps the introduction of a "teleport to mobile interzone" module would eliminate the chokepoint problem.  I'm Mountain Timezone so the 20:00 meeting time is in the middle of my workday, but if I am invited to attend I will rearrange the rest of my work day.

Edit: thank you for allowing me to attend.

If I'm suspended, fair enough. We at STC may have used bad judgement, whatever, time to put it beyond us.

574

(6 replies, posted in Testing server)

\o/

575

(6 replies, posted in Testing server)

Hmm maybe I figured it out ... reading Zooms updates, it appears the test server was synced on the 16th ish while my accounts were unsubbed ... I guess I need to wait for them to be synced again in order to be able to log on.