801

(57 replies, posted in Balancing)

Error wrote:
Sundial wrote:

Yay, losing 80 masking/detection sequers on beta just for a measley 40 ammo a pop!

The risk/reward is out of wack on the beta missions.

I should get a minimum of 100 ammo a run (seriously though, should be 200 or greater). I don't care if they give NIC, just give more more ammo for the risk I am taking!

Why is there no other way to aquire this?

I have the rep, I should be able to buy it or at least be rewarded with more than 40 missles.

There is. Observer Stashes from artifact scanning give faction ammo too. Roughly a few hundred rounds/missiles if i'm not wrong.

This works to, however in my opinion the amount of ammo provided from the missions is gimp and totally out of line with risk/reward of doing it on beta. I should not have to grind an entire day to get a few reloads of missles, which is what I currently am doing.

802

(57 replies, posted in Balancing)

Yay, losing 80 masking/detection sequers on beta just for a measley 40 ammo a pop!

The risk/reward is out of wack on the beta missions.

I should get a minimum of 100 ammo a run (seriously though, should be 200 or greater). I don't care if they give NIC, just give more more ammo for the risk I am taking!

Why is there no other way to aquire this?

I have the rep, I should be able to buy it or at least be rewarded with more than 40 missles.

Tusk McPumpkin wrote:
Sundial wrote:

A player base can make or break a game.

I agree with most of the points about creation / POS etc. However, I feel the game would be better off with 0 alliances, or very small ones.

My point was its not only the games fault, but also the players. Corps like STP and others were forced to join an alliance instead of just striking off on their own on beta. Many like them ended up quiting I am sure after destroyed by superior numbers / fit bots.

Beta = one size fits all at the moment, this should not be the case.

It should suit all different styles of play, not just join some super alliance.

Well, there is history. Perp is world, with its own timeline. The, so called, Novablob alliance was created as an answer to m2s and its endless mech supply. People that fought together against overwhelming odds. You can't just expect it to just go away.

You are in 62nd corp if I'm not wrong? Do you have any alliances? If so, why? How many active players does your alliance have? How many does NeX have?

Meh...it's all just stale talk. This thread has stranded. We should talk about improvements to the game, not alliances...but about something that will bring more people to this game. I was trying to do just that, but then there goes the train - 'we are still having fun'...well great, but wouldn't it be more fun with 2k ppl online? Game is struggling - give your ideas to devs how to improve it. That's why I said in my 1st post - forget about CIR, m2s, 62nd, try and think about how we can help devs with ideas...

I think that all this green/blue/yellow -/+ 2% stats is waste of time at this moment. This is a sandbox, we all know what politics are like, lets try to give some ideas to devs without looking at tags...

What do we do about things like small corps bring small roam to beta / do anything on beta and  get scouted by an Arke on a gate and for good reason, the corp is doing industrial operations to increase their assets, obviously they protect their assets and retaliate.

How do you give players a place to roam, but also a place to live? Currently its "one size fits all". Every risk people can avoid they will. Gate scouts, detectors, etc. This is a given. There need to be small objectives/content on huge "no mans landish" islands that bring players there. But bigger corps / alliances also need a place to live. Currently, beta islands can all be lived on.

These no mans land islands could have far more rewarding artifact scanning / other features specific to the island. No more 2 week old player scanning in a yagel on completely hostile territory and getting ganked and quiting with 0 chance to survive on beta, more of a large large no mans and to get lost in. And maybe have things they could carry in their cargo holds be worth more that were squired there on said island. Also, have many points of exits on and off the island.

A big land mass to get lost in... for new players, for old players... A magnetic field that breaks signal detectors. Also, the larger your fleet the longer you could be detected at. Giving the average / small guys a fighting chance and some ballanced PvP for them for a change by allowing them to select their fights against larger groups. In my opinion, all beta should be like this. Bigger groups of people have a higher detection range, like interference but increasing the range they are detected at. Give solo roamers / small groups a chance to not get zerged!

Just one idea for smaller corps that could also be great fun for larger ones.

Tusk McPumpkin wrote:
Sundial wrote:

"Yeah, beta may be broken."

My point was the game has issues, but you only through fail politics / poor choices have most of those issues become major problems causing people to get bored and quit.

Nice - we are trying to talk about improvements to this game, how we can have more people on, about building stuff, about ideas, about those issues - try to look beyond corp tag, and do something else but put the blame on CIR. CIR is still having fun, all is good, no need to worry, you'll still have troll material once most of us get back from *** day...btw - in some slavic countries there is a ***....meh...you wouldn't understand smile

A player base can make or break a game.

I agree with most of the points about creation / POS etc. However, I feel the game would be better off with 0 alliances, or very small ones.

My point was its not only the games fault, but also the players. Corps like STP and others were forced to join an alliance instead of just striking off on their own on beta. Many like them ended up quiting I am sure after destroyed by superior numbers / fit bots.

Beta = one size fits all at the moment, this should not be the case.

It should suit all different styles of play, not just join some super alliance.

"Yeah, beta may be broken."

My point was the game has issues, but you only through fail politics / poor choices have most of those issues become major problems causing people to get bored and quit.

Tusk McPumpkin wrote:
Sundial wrote:

The real reason you guys are not happy is the fail politics that have been going on lately. Big alliances = no variety in PvP / roaming. Yeah, beta may be broken. But CIR/Novastrov, you only have yourself to blame for the fact that you do not get the "epic mech fights" that you want by blobbing together and having an alliance that consisted of most of the mech based PvP oriented players in the game.

Allying with all corporations that roam / PvP in mechs besides M2S, you sealed your own fate of boredom.

Syndic/Novastrov: Good job at killing off the only PvP you enjoyed. The rest of us will still be here, having fun, and not blueing every single corporation on the server and then wondering where all the epic PvP went.

Cya around wink

So, this game does not need anything, all is good, only bad thing is the big bad CIR/NovaBlob wolf?
Strange... So, you and 300 people that are on at most are having fun and it's all good.
We are trying to talk about stuff that can make this game improve, have more people online, have a few more stuff to do then to go roam in ewars/lights. But hate is blinding...

Learn to read.

Im having fun. I think whether people stay or leave, I will have fun.

I enjoy the game and I know I am not alone. Sure I have only been playing 2 months and the game needs adjustment, I am happy with the progress the Devs have made.

Whether there are huge mech fleet battles or small roams with a couple assults, I enjoy it for what it is.

I didn't expect many of the people from EVE to stay. The game needs alot of work but I think people are blowing things out of proportion.

The real reason you guys are not happy is the fail politics that have been going on lately. Big alliances = no variety in PvP / roaming. Yeah, beta may be broken. But CIR/Novastrov, you only have yourself to blame for the fact that you do not get the "epic mech fights" that you want by blobbing together and having an alliance that consisted of most of the mech based PvP oriented players in the game.

Allying with all corporations that roam / PvP in mechs besides M2S, you sealed your own fate of boredom.

Syndic/Novastrov: Good job at killing off the only PvP you enjoyed. The rest of us will still be here, having fun, and not blueing every single corporation on the server and then wondering where all the epic PvP went.

Cya around wink

808

(304 replies, posted in Balancing)

Line wrote:
Hunter wrote:

This is really great job DeVs. I heard that computer games are very harmful to mentality. Therefore I want to tell thanks that you do the game not interesting. Now perpetuum is like standard piracy ММО the server. Here it is possible to equip without effort the character for PvP, kill some opponents on a beta island, close game and not to come back any more. There is no real enemies, no achievements, no events. And of course there is no balance.

Lack of enemies - it's prolly not the balance issue.
Achievements - not in this game plox.
Events - go make one, don't wait for anyone else doing it for you.
Balance - there it is. It's just not only ERP tanks.

Players are leaving not because there is no balance. Players are leaving because there is not too much tp do in PvE, and PvP is hard as hell to find - those who can bring some, are groupped up in alliances and sitting on the islands guarding tele. Wars are impossible cuz there is nothing to fight for atm, except e-peen length. But thats boring. Disband your alliances, take 1 outpost per corp and shoot each other, that will be more interesting and will give a chance for small/newbie corps to pew-pew aswell. Right now - noone will come to your betas cuz everyone knows you're scouting tele and will quicly bring a lots of combats. So all the PvP we all can have now - just random luck on roams and even more random luck on infiltration actions.

I agree with your points. However sadly if you dont scout the gates while doing ops you are putting your industrial / farming ops at risk. And most people only scout while doing ops on beta.

Needs to be more mechanics to support something like this and they are not there right now. As soon as you get on the island, you are dead.

The whole thing needs to be rethought. But yes, "less blue more pew pew"

With Novastrov possibly leaving the game like they are saying, maybe things will change in a way like this that will pave the way for smaller corps to have some fun by having most alliances disband. Who knows.

Hunter wrote:

Increase twice masking for arganos.

Also make ore spawns randoms so people cannot just go to all the known epi spots and actually make geoscanning useful.

810

(10 replies, posted in Q & A)

EDIT: didn't see Zooms post

811

(15 replies, posted in Feature discussion and requests)

Arga wrote:

If a player can buy T4 items off the market for under 1M nic, why would they ever buy anything else?

T2 is useful for fitting / speed fitting. T1 would still be used by new players.

I would think the issue would be, "where does this leave T3"

812

(15 replies, posted in Feature discussion and requests)

Great post Tux... completely agreed.

Also instead of just multiplying materials needed, they could just add more expensive components (epitron and noralgis based) to the higher tier stuff, and use harder to get stuff for t2 and sometimes epi based components.

The current system makes no sense really... lorewise or mechanic wise.

Snowman wrote:

Noone really picks a race based on how good that races mech is at roaming

All the kains on the killboard disagree.

Alexander wrote:

Increase range of lasers and medium missiles.
Then later increase all speeds by 5%.

Alexandar is psychic.

Missle range was totally gimped. Kains shot farther than us with EM guns even before falloff, even with our Heat-IX ammo with the same skills. Sure we shoot over stuff, but what good is that if we can't hit them with comparable tier setups?

This buff was much needed to make the Tyranos range not totally gimped with comparable tiers . Its cost/effectiveness did not scale at all.

Stop your whining, you are the fastest, highest DPS, and for a while had better range than most similar tiered green mech setups. And you still are, its just green is less gimped now. lol

Kains are still the defacto roaming mech, don't worry!

Alexander wrote:

Increase range of lasers and medium missiles.
Then later increase all speeds by 5%.

EDIT: agreed

Missles should be given a falloff that affects accuracy instead of damage. That way it stays ballanced at high end range fits, and does not completely suck otherwise like it does now.

That or make HeatIX only have a damage bonus and increase all missles range to current Heat-IX range.

Currently the Tyranos has terrible cost:effectiveness, as only high end fits are viable on it due to lackluster range + no falloff.

1. Light transport bot
The little brother of the Sequer. Could only hold 40u, but is much much faster. Ideal for getting a place quickly, or a small load on / off beta. ~100-120 KPH top speed with T4 LWF. Would have ~100-120 Detection, 80-100 masking. I think it should be 120/120 personally, would work both as a good beginner hauling bot, lightweight transport, and a good choice for ninja ops on beta.

2. Mech transport bot
Bigger brother of the sequer, younger of the Lithus. Holds 120-160u, the natural step between the sequer and the lithus. Slower than sequer, faster than lithus. ~80-120 detection, 80 masking.

3. Cargo Access Module
A module that allows you to set a password on your cargo hold, allowing players to open it like a field container. This would be great for harvesting among other things. While the module is active, people can access your hold with a password. Can be deactivated (closed). Needs to take up quite a bit of reactor/cpu so people cannot exploit this during PvP, and is ideal for fitting on transport bots. Also would add a decent amount of weight to the bot slowing it down.

T2 would be lighter, less fitting.
T3 50% increased range to drop stuff in / take out
T4 100% increased range to drop stuff in / take out

Thanks to CIR Tweaker for the idea on T3/T4 range bonus

Awesome work guys, Alexandar seems to be a very good replacement.

Good work keeping discussions on a neutral point of view based on facts as always.

Was a good listen, looking foward to the next.

819

(304 replies, posted in Balancing)

Hunter wrote:
Sundial wrote:
Alfredson wrote:

This. Armor rep/rep tank is no longer a FOTM. It is still a viable build against 2-3 assaults

Remember that large capital ships are coming; those will be the epic bots, not heavy mechs

Exactly... Heavy mechs are not the titans of perpetuum.

ololololololo...
They was like eve titans because you do not know how to play.

They obviously were not "titans" pre nerf, nor post nerf.

But it seems like you expect them to be some kind of superweapon like a titan. Obviously the devs do not agree.

I added that their cost should be reduced to be brought in line with their effectiveness. I tried to be constructive, but obviously all you are here to do is troll.

820

(304 replies, posted in Balancing)

Alfredson wrote:
Sundial wrote:

I think the problem is that heavy mechs are not supposed to be superweapons. They are best suited for defense/large scale assults due to their slow speed, but currently for your alliance they are avoided by speed fit light/assult squads who easily outmaneuver them, and have no use for offense because the enemy does not have an outpost..

This. Armor rep/rep tank is no longer a FOTM. It is still a viable build against 2-3 assaults

Remember that large capital ships are coming; those will be the epic bots, not heavy mechs

Exactly... Heavy mechs are not the titans of perpetuum.

821

(304 replies, posted in Balancing)

I think the problem is that heavy mechs are not supposed to be superweapons. They are best suited for defense/large scale assults due to their slow speed, but currently for your alliance they are avoided by speed fit light/assult squads who easily outmaneuver them, and have no use for offense because the enemy does not have an outpost.

So in the context of your alliance, they just do not have that much use.

If anything, their cost should be reduced a bit to be brought more in line with their intended effectiveness.

The heavy mech got ECMd and had no support and looked like it was speed fit (2.7k armor..). Of course it died...

822

(101 replies, posted in Balancing)

Annihilator wrote:
Lemon wrote:

Wait you all do realize that my new tank is now 2-3x stronger than my lemon ever was right?

if your talking about your seth... i still cannot figure out how...

I am not sure how shields are calculated. Assuming multiplicative addition subtracting bonus from 1.

Post Patch:
0.5 - Generator
.30 - Improved Shielding
.325 - T4 Hardener
.325 - T4 Hardener
.325 - T4 Hardener
.325 - T4 Hardener
0.5 - Seth Bonus

>>> 0.5 * .70 * 0.675 * 0.675 * 0.675 * 0.675 * 0.5
0.036328974609375002

Pre Patch:
1.0 - Generator
.30 - Improved Shielding
.75 - T4 Hardener
.75 - T4 Hardener
.75 - T4 Hardener
.75 - T4 Hardener
0.3 - Seth Bonus

>>> 1.0 * .70 * 0.25 * 0.25 * 0.25 * 0.25 * 0.7
0.0019140624999999997

Seems the Seth could shield tank better before the nerf by spamming hardeners (captain obvious here)

With 2 T4 Hardeners:

Pre Patch:
>>> 1.0 * .70 * 0.25 * 0.25 * 0.7
0.030624999999999996

Post Patch:
>>> 0.5 * .70 * 0.325 * 0.325 * 0.5
0.018484374999999997

Shield tanking is more effective with less hardeners post patch, but less effective with more hardeners (captain obvious here)

If Lemons fit had less shield hardeners, its obviously more effective now (captain obvious here again)


TLDR:
I don't know numbers for ERP tanking our how accumulator recharging / injecting fit into this picture. But If Lemon was using 2 hardeners, we can at least say his absorption rate has increased 39.6%, taking other factors in account that could mean he is alot more tanky.

823

(31 replies, posted in Q & A)

Keep laughing CIR and keep sitting on your station bored. Thats fine by me. If you are looking for mass PvP, I doubt you will get any anytime soon as we all know the Novastrov alliance will bring double the enemies numbers and at least match their numbers with heavy mechs.

Take a look in the mirror and ask why you don't have any PvP. Ill keep pew pewing and enjoying myself.

824

(31 replies, posted in Q & A)

Lemon wrote:
Sundial wrote:

What is this shortage of PvP you speak of? I get it on a dailly basis.

PvP is a real fight. Not whipping some stains off the bottom of my gropho

Try fighting in an assult for once, maybe people won't "run away" when they see you.

825

(31 replies, posted in Q & A)

Lemon wrote:
Arga wrote:

This was probably why they added it. Trying to encourage more people to go to beta, to be met with a wall of F*you just for teleporting in seems counter-productive.

I believe Neoxx asked many times for tp's to randomly place you along the beaches, no where neat the actual TP.

I think a good FPS equivalent is having an objective to storm a building, but a sniper inside imediately kills anything that steps in the door, with no way to kill the sniper from outside. Eventually people just stop trying to rush the door, even without a death penalty, and go play something else.

But you see if they are randomly dropped there is a risk as they would be on island.

Now there is no risk and no pvp.

What is this shortage of PvP you speak of? I get it on a dailly basis.