401

(16 replies, posted in Guides and Resources)

Ville wrote:

I still cringe Everytime thinking about using a third party script in order to gain an advantage over those who don't.

You mean basic math skills and compasses? Because that's what this is essentially. Also, welcome to the sandbox.

Perpetuum Artifact Hunter: http://sequer.nl/artifact-hunter

Similar to Scan1App, but web-based, this tool will help you find artifacts. Using trilateration (funky math, not even the Hungarian kind!), this will calculate artifact location based on 3 scan points. It's session based, so closing the browser will discard results.

If three scans don't yield a result, enlarge a scan by a few meters. Just double click a scan to modify it. Also, it's more of a techdemo right now, stitching screenshots is slow and boring as ***. New Virginia is on par with how I want things to look.

403

(41 replies, posted in General discussion)

Ville wrote:

I'm Sorry mind taking your care bear *** back to Hello Kitty Online?  Your playing a pvp game with territoral control, Harden the *** Up Carebear.

Dude's got a point. No one's asking to change your playstyle, but we could do with less comments of that nature.

edit: oops necro'd, sorry about that.

404

(13 replies, posted in General discussion)

Annihilator wrote:

ahhh, wasnt fast enough.... drove home from work to post faster then zoom sad

the time frames seem to be additive

first patch, then two weeks after that patch, then 1 one month after second patch, ... wink

You've been exposed to Hungarian Math way too long.

405

(73 replies, posted in Feature discussion and requests)

It's not that hard to derive most information from CombatLogs (sitting in all Perpetuum client's folders):

http://i.imgur.com/wRLva.png (yes, that blissful day yielded plenty of data).

The problem is authenticity. Within corporations and their own killboards it shouldn't be a problem; have people upload their CombatLogs folder (zipped, that's how it works now) using a password to provide additional info on support. However, on general killboards, at least a double upload (from victim and the agents doing support) and some way to authenticate the upload (proving your agent's identity) would be the minimum to combat fraud. Right now, there's only in-game mail to ensure some basic form of authentication, which means effort from everyone involved. I doubt it's worth it, what do you think?

Syndic wrote:

*yawn*

Question: You're a new/solo player, you log in, what can you do in 30 minutes that's fun?

Answer: Nothing.

To be fair, that's not describing Perpetuum (or rather, why you would want to be playing Perpetuum). I would say expectation management is barely the issue. OP and Ferox hit the mark here. There are some outstanding matters that need a good look.

I would always be careful with taking pages from CCP's book, but their new player experience is pretty good.

407

(71 replies, posted in Guides and Resources)

Phantomburn wrote:

I thought Mark Zima did some kind of fitting tool from there or something?

That's me. Mark Zima does Perpetuum Planner. Etil DeLaFuente does a stand-alone version of a fitting tool.

408

(71 replies, posted in Guides and Resources)

Phantomburn wrote:

Who hosts Sequer.NL?

That'd be me, I guess?

Anyway, related kills (battle summary) has been implemented. It mostly works by trying to determine if people grouped together (based on a certain threshold amount of shared kills), looking from the point of the victim.

409

(71 replies, posted in Guides and Resources)

Ville wrote:

I want comments.

I really don't like comments, being the cesspool that they generally are (or add very little). Maybe when Perp's API allows for some form of authentication (some day).

410

(71 replies, posted in Guides and Resources)

I made a killboard. It's located at:

http://killboard.sequer.nl/

It's currently using the Perpetuum API to stay up-to-date. Thanks to Ludlow Bursar (who has been scraping perp-kill.net up until may 2012) it has a pretty accurate historical database as well.

I tried to pull away from that EDK-feel pretty much every Steve killboard suffers from. Also, less is more in my opinion. But I am looking into ways of visualizing data on agents/corporations/related kills.

Recent export of the database:

https://sequer.nl/upload/killboard201308111126.rar

Ville wrote:

You can buy beacons off of the syndicate market, and hire mercs to assist you, so what's your problem Doek?

I can't think of anything! This thread's OP stated kernels 'suck', but really, there's nothing here to remotely validate that. You can buy T1 off the market, which is your point of entry in general. Industrialists can get prototypes not in their knowledge base, so the means are there. And as far as I know, you can somewhat steer your research by eating a specific type of kernel.

Or is it more fundamental? Maybe a research base without T3 or T4 in it is not a research base at all? Same goes for bots? I'd be interested to know what the consensus on that is.

Crepitus wrote:

You quoted me not Zubo, and your reading comprehension skills are somewhere around a 3rd grade level so I can't help you.

Yeah, okay. So here's what you did say:

Crepitus wrote:

My production character is approaching 2 years old and has hundreds of million of nic in kernels researched and does not have one completed tree and has very limited t3 and t4 and gaps in t1 and t2 still even.  But I will also admit with the system having always been so daunting I never made a concerted effort to research everything (unlike, say Arga, who did, and used consider it his long term in game goal and still doesn't have everything afiak).

So then what is the issue in general? Just for the lesser-gifted among us?

ZUBO wrote:

They don't care every game mechanic is built around hundreds of people contributing regularly over the course of years with little regard for anything else.

Come on.

Instead of inviting people to retort, try to generalize the issue, looking at it from different angles. I understand from your post that (1) you play solo, and (2) you never made an effort.

See, there's a reason you can't manufacture directly from your knowledge base. All those millions of NIC you spend eating kernels? That's hundreds of CT's worth, literally.

414

(12 replies, posted in General discussion)

Rex Amelius wrote:

My opinion ...don't waste your time trying to define themeparks and sandboxes for Perpetuum. Focus on what will make the game better. It's subjective enough without inserting more cloudy concepts.

This is one of those analogies that works just fine. I believe general consensus is that these are sub-genre's of the MMO genre. That said, inserting more themepark elements (without affecting the sandbox) can actually help new players progress into the sandbox.

415

(18 replies, posted in General discussion)

Hadn't had much issues with finding PVP since I came back. At all. If Syndic keeps undocking his Riveler Mk2 under our noses that's not going to stop anytime soon.

Beer helps too.

416

(12 replies, posted in General discussion)

Generally, themepark MMO's are the ones that have developers set out predefined paths for the players to follow, allowing for a consistent experience with a high level of quality. In these games, you'll hit very little highs (and lows!), which generally falls well within mainstream gaming. Even if you argue that some of these MMO's have a big world with generally a lot of freedom, there's usually just a few (if that) paths to follow. Even with group gameplay, your role is pretty much fixed (a good example is the tank/heal/dps element in almost all of these games). And that's fine, people playing these games have expectations, easily met by the developers.

Sandbox games are pretty much the opposite. There might be themepark elements (like the tutorials for new players, or the assignment-relation mechanics), but these games allow for any path or gameplay style, within the game's mechanics.

After all said and done, in my opinion sandbox games do one thing very well; the highs are extremely high. Then it's up to the players and their expectations to negate the inevitable lows as a result of this. The developers just provide the tools.

Then again, analogies are just that. They might be interesting. but don't get stuck on them.

417

(38 replies, posted in General discussion)

Bumping this for the attention I'd reckon it deserves ^^

418

(44 replies, posted in Feature discussion and requests)

I say nay, simply because there's a wonderful system for switching out HP/speed profiles in place already: modules. You want more speed? Fit a LWF. You want more HP? Fit a plate. See?

Based on what's been said in the meeting, these are very good steps. Nothing too extreme, bar the multi-phase emergency mode. Be careful with that one.

420

(9 replies, posted in General discussion)

With introducing new elements into the system that is Perpetuum, change doesn't come instantly. Besides, Gamma is just another layer on the Perpetuum cake. If anything, it feels like icing on the cake, giving old(er) players something to work towards. Don't forget Perpetuum's manifesto; it's essentially the intended end-game.

In retrospect, Perpetuum's beta period might've never ended. Gamma is just something that the DEV's needed to get out of their system. I'd say with recent comments concerning PVE content, the focus is now where it should be for the population of Perpetuum to retain and grow. Give it time, Rome wasn't built in a day (and neither was EVE).

Summary:

risk vs. reward for gamma
- random spawns
    * like alpha/beta, but extremely random: time, location, composition
    * or: spawn bucket (30+ min), despawn when empty to reappear somewhere else
- roaming NPC's
    * must be worth tracking down
- mining + PvE
    * mining towers can be overcharged
       ~ more/better mineral extraction
       ~ will upset the local population, resulting in spawns
       ~ can be turned off anytime
       ~ limit feature by time/frequency
- industrial NPC's
    * industrial research progress is lacking, so: more industrial spawns
- NPC's in general
    * increased droprate for kernels
    * better loot
- Colixum
    * it's for gamma now
    * create a demand for it on alpha (shinies)
    * trade the high end for the low end on alpha (e.g. EVE Online)
- Logistics
    * freighter-class transporation (50,000 or 100,000 U)

defend your gamma
- advantage to defender
- choke points
    * terraforming restrictions for attackers
       ~ increased time/effort when close to defending buildings
       ~ give defenders time to adapt to attacks
- cost vs. creativity
    * bigger building plans
    * make plans free
    * remove time limitations

structures
- defense tower
    * unmaned mode: set priorities (e.g. by bot type/range/shield, etc.)
    * maned mode: free flight, high detection, assign targets
       ~ visualization for bots on the ground
- energy grid
    * energy distribution is limited in general
       ~ costs for energy should be power generation, not distribution
       ~ distribution is too restricted
       ~ allow for more creativity
    * solution:
       ~ increase reactor cost
       ~ reduce cost of transmitter, backbone, battery
       ~ outgoing connections of transmitter: 20
       ~ outgoing connections of backbone: 7
       ~ outgoing connections of battery: 10
    * goals:
       ~ encourage creative systems, to allow for effiency and redundancy
- repair nodes
    * too much energy, costs
    * more outgoing connections

- walls and gates
    * like C&C's; two nodes form a unpassable barrier together (or a gate)
    * requires a lot of energy

422

(6 replies, posted in Feature discussion and requests)

I don't know why we're discussing Mk. 3 with the whole glider-class kind of implied in the works :-)

Inda wrote:

Doek are you here somewhere ? I would like to ask something about fitting tool.

edit: (And want to bumping this thread a bit big_smile )

Yep, somewhere.

The site needs an update. It lacks some mods/changes that were added over the last few months, and I still want to add ammo/charge and bot vs. bot stuff. I'll admit, Steve's engine trails had me mesmerized there for a bit.

424

(69 replies, posted in General discussion)

Syndic wrote:

And even that is a stretch. You can create a new island in a few days, just get dead-drunk, take a picture of your vomit, import, apply textures and voila new island. Srsly... roll

I find the lack of troll in your troll disturbing.

Ever been to Shinjalar, Hershfield, etc? That is some serious meshing and texturing.

Besides, leave it to CCP to get 400 guys to make one room and a couple of monocles (although, they said they brought in external artists for that, paid for by microtransations). And nerfing supercaps and a couple of t-shirts constitutes a winter expansion.

Go to your assets and have a look at a fully fitted robot. Perpetuum is modular by default, like Annihilator pointed out. It's just a can of worms balance-wise.