Thank you Zoom, Gargaj, and the rest of the Perpetuum crew for releasing a private server option.

I def plan on setting up my own server for a couple of my friends, rebalancing resources and mechs, and building bases / staging battles. With school I just don't have time to do the full MMO grind anymore, so this is a great option cool

Burial wrote:
Sundial wrote:

The good profitable level 5 spawns on beta are meant to be done as a group not solo or multiboxing. Factor in explosion damage and it is very profitable compared to alpha... that is, if you can lock down your island lol

If you are doing it as a group you are also splitting the rewards, something not needing to be done on Alpha2 spawns.

Is there something fundamentally wrong with that? I don't think removing L4 spawns from alpha will fix that you can't solo farm on beta. Also it is beta the next step up from alpha where you need to be organized and work as a team to achieve goals...

If beta is the problem fix beta.

Lack of stacking penalties in this game have always been stupid and a contributing factor to the rather bland fitting options  (only overshadowed by the lack of module variety)

Stacking makes for boring PvE fits. Stacking makes for boring industrial fits. Stacking makes for boring PvP fits in some cases, though its less of a factor here than other places in the game.

The good profitable level 5 spawns on beta are meant to be done as a group not solo or multiboxing. Factor in explosion damage and it is very profitable compared to alpha... that is, if you can lock down your island lol

5

(18 replies, posted in Balancing)

Gropho has many many advantages. Yes, its not suitable as an all out brawler, BUT:

1. Its able to shoot over terrain that would block turrets.
2. Compound factor one with ridiculous range (Up to 1000m with certain fits) gives huge possibilities for mitigating damage at range.
3. When the missile salvos fly into the air at long range from many grophos, your opponent may only take cover after it is too late.
4. Can switch short and long range ammo without changing equipment. No other race can do that.
5. Has a huge shield buffer tank just by equipping a single module.
6. Does reliable damage to smaller targets
7. Lock time bonus in a blob... holy *** this is good.

Need I keep going on?

6

(27 replies, posted in General discussion)

Because I love badposting on the forums fuuu

I like sandbox, robots, industry, fittings, explosion, terrain. Perpetuum gets alot of things right despite its flaws.

Long term solution: Remove mobile teleporters altogether from the game and fix the hopelessly broken travel system including aggression mechanics in relation to travel as well as the "dance" of tackling.

8

(15 replies, posted in Balancing)

Should have happened years ago, +1

9

(151 replies, posted in General discussion)

Jita wrote:

I don't understand why rats don't rubber and back to their spawn if they are too far away, just like before.

Problem solved.

Pretty much this. There has to be a better way. Maybe once the NPCs hit their boundry, they fall back while still attempting to attack the player?

10

(151 replies, posted in General discussion)

+1 Rage Blackout that's the best overview of the situation I have seen so far.

Beacon pits are a legitimate use of the gamma sandbox mechanics for PvE. Of course, it had to be nerfed because people were actually making money on gamma... wait wat roll

11

(151 replies, posted in General discussion)

Can't tell if trolling or serious. Did you read what I wrote yikes

12

(13 replies, posted in Feature discussion and requests)

Syndic wrote:

Tbfh just remove area from the game, it's redundant and a relic of DEM OLDEN DAYS.

+1 its not even needed anymore, the only use for them used to be scanning down static fields on new islands you had never been to before.

13

(151 replies, posted in General discussion)

Celebro wrote:
DEV Zoom wrote:

If you want my personal and honest opinion, it saddens me a bit that the community is still not at that point where they would just start organizing guardian squads to protect the miners or the busy transport routes. That would be a true sandbox trait, but maybe I'm just a dreamer.


Never happened on Eve no one wants to defend miners from NPCs , if there is an option to do it solo.

In EVE you have other options to defend yourself as a miner, including using a barge with a battleship sized tank (Procurer/Skiff) in trade for a little bit less yield. Its simply not feasible to suicide gank these barges.

This particular issues is different though because some of the mobs likely will have ewar and can't be permatanked because of the way shield mechanics are linked to your accumator as well as other factors such as neuting, lack of shield bonus on the Rivaler and how terrible active armor tanking is. So you can't escape and you can't permanently tank them.

As for having solo players on alpha defend themselves with combat accounts, good luck on that Zoom. You see this kind of stuff already happening by some of the larger more organized alpha groups, but that's not who this type of training is killing. Its killing the smaller group and solo alpha dwellers (the only hope of your entire game after steam). So yeah, I wouldn't dream for everyone behaving the same Zoom. You have different groups of players that all act differently, you need to consider that in balancing the game.

14

(151 replies, posted in General discussion)

Burial wrote:

If you want to nerf farming then the new assignments better be worth a lot since you are taking away pretty much the only no-brain farmable content for combat characters. smile

The main reason I prefer mindless farming over missions is the travel system (or lack thereof) in this game. I wan't to spend my time shooting things and watching them explode, not endlessly walking from point to point on the map in a slow *** bot.

15

(21 replies, posted in Balancing)

The intersection of tackle and tank when it comes to small gangs is one of the least thought out aspects of combat in Perpetuum.

Unless you have a neut troiar/jam cham, small gang tackling with light bots is not a dance where you see if you can survive holding someone down long enough for the rest of your squad to take them out. Instead, it basically devolves into "Did you bring a troiar/ictus/ecm that is not countered by enemy ecm/supression?" If yes, you can break tackle, otherwise just sit there and prepare to die. Ewar here makes numerical differences between groups even more pronounced because the bigger group can always be sure it will hold tackle.

Increase all base bot speed, lower effect of LWF.

Alexander wrote:

Be cool and edgy, get yourself an agreement with a cloud service so that you can quickly turn more servers on when you need them.

Imagine the way they have things setup they can't move zones without restarting one of the servers. So realistically they would have to use downtime to put less zones on the same instance. Sounds nice, but it won't work as well as designing everything to run in the cloud from day one.

Dazamin wrote:
Sundial wrote:

Its for the best for the player we hope to get many more of.

Its not for the best for the veterans with many accounts who are used to fairly mobile multiboxing.

I am willing to make that trade in hopes of getting more players and maybe even one day have enough players to have dedicated logi/support pilots.

I have some bad news, people still multibox in Eve, and will still multibox here

But not as easily as follow bots made it. Unless you mean with cloakies, I am obviously talking about multiple combat / logistics accounts.

19

(8 replies, posted in Q & A)

Annihilator wrote:
Cassius wrote:
Rage Blackout wrote:

5!

Nice

better than 2   tongue

Yeah, I'm impressed as well.

So you have

Zoom
Gargaj
BoyC
Mancs
Inda?

yarr

lol, CRM must cry now, that you have forgotten the guy who actually doing all the coding stuff beside gargaj and Jr., and "owns" the game

Everyone forgot about Dev Annihilator wink

Yeah, they really killed it with RoS. Only complaint so far is I would like more variety of elite pack / boss modifiers in nephalim rifts.

Celebro wrote:

Speed is all relative to the size of the game world. Ultimately you can lower speeds enough to have all on 1 island and feel the same size as it is now.

Point is with 1 Island you could have stuff to look out for and do, every 100m or so. The speed issue vanishes as you are being entertained even if its slower. Just to make a point I don't want 1 island though.

I think the problem here Celebro is that the average new player wont see see the game at T4 LWF speed before leaving. Even with Navigation removed, Brow made a thread about it.

Its for the best for the player we hope to get many more of.

Its not for the best for the veterans with many accounts who are used to fairly mobile multiboxing.

I am willing to make that trade in hopes of getting more players and maybe even one day have enough players to have dedicated logi/support pilots.

Brow wrote:
Sundial wrote:

T4 Lightweight Frame is mandatory for anything besides sitting in one place and tanking damage, Brow.

Admittedly I havent spent enough time in game to try t4 lightweight frames. Thanks.

Should it be required to have moderate speed in a game? Mortal Online has similar problems with new characters being very slow and its never been able to have a good population.

I think many new players will have the same opinion on the movement speed being slow, and a good % probably wont stick around for very long.

There have been many topics and discussions about this. In my opinion, mandatory modules are bad. Some people disagree. Ultimately, the devs have higher priorities than addressing module ballance at the moment.

I hope they take your feedback into account because I know for certain you are not alone in thinking the game is slow by default.

EDIT: typo + clarification

T4 Lightweight Frame is mandatory for anything besides sitting in one place and tanking damage, Brow.

25

(38 replies, posted in Feature discussion and requests)

+1 anything to give this game better transportation options.