76

(95 replies, posted in General discussion)

Ville wrote:
Shadowmine wrote:

Resources have always been unlimited in Perpetuum. It is purely a factor of the amount of time you put into it. If I want a billion titan, I can go mine it. And I will go mine it. Be it on gamma or alpha. There isn't any way around it. Unlimited resources is not the problem.

Actually your wrong.  When there WAS a population prior to random ore spawns it was very common that All the alphas ran out of ores.  Very common actually.  There was even allotted epriton mining on beta within Alliances, lolol.

Yeah, remember when CIR and TOG had their falling out? I remember something along the lines of "mining all the epriton, not showing up for intrusions or island defense".

Whether this is a good or bad thing I can't really say at this stage / population in the game. With Merkles suggested changes you would have to mine outside of your outpost maybe 15-25% of the time, where at least there would be constraints to mining.

I too used to think that unlimited recources was a bad thing, however I no longer beleive that for at least the lesser ores. The problem is rather simple, when no bots are destroyed none need to be created. If people are losing bots you are driving demand and people can only mine at a set rate. You want to ballance the rate at which new bots are created with the rate that they are destroyed somewhat.

The game could use some recources which were limited and were fought over, but the current ores in the game are not really a good canidate for it.

77

(95 replies, posted in General discussion)

Burial wrote:

To put things into perspective, that circle has 3km radius. Now imagine you can strategically place 3 of those circles on a single island.

Result is that your island still is very usable and you can find plenty of fields inside defence perimeter for afk mining. Only difference is that now there is a chance to catch some PVP every now and then when the fields inside defence area are gone and people need to travel pass them.

There is a lot of talk how roaming PVP is dead and one reason is that gammas are too safe against roamers. Other reasons are not important. This problem needs to be fixed either from one or the other side, but I think better for the game would be to get gammas a little more open.


Merkle wrote:

I like that the restriction would only apply to turrets (the 3k rule) all else would be open, so as people can mine with towers as they please.  This would also allow highways and other cool things, just not locking down the entire island.

Restriction should also apply to terraforming, otherwise the island would be cut off with a lot of time consuming terraforming. While not as bad as current situation it still would effectively kill off roaming PVP(reminds me walls on beta). Roaming PVP is already race against the clock to catch slow people.

Yeah, that actually still gives the majority if the island to be covered in bases. Have to agree with Merkle completely about the "fluid" gameplay part of it. If the effort to access even a tiny part of the gamma island is huge, it will rarely ever lead to interesting situations with the potential to escalate creating interesting content.

Though I would still like the Delta islands described by Tux, I think Gammas as they are currently are too far in the direction of safety and don't have mechanics for "fluid" interactions/escalations.

Also a lesson learned from steve: Cost/time invested shouldn't directly correlate into pure reward with no disadvantages or drawbacks, see Titans/Supercarriers.

EDIT:

clarification

78

(95 replies, posted in General discussion)

I do see alot of people with the opinion that gamma should only support one type of PvP: seige warfare. This is generally serious PvP that recquires a large ammount of upfront time investment (much like building the gamma base). Even an increase in population won't change this. Lets also establish one other fact, gamma removal can be tedious and tiring. Much more so than just sitting in one space shooting something. Factor the lag that would be caused with a large number of players and the current building spam into it and it looks even more ugly.

Even with an increase in population, this type of PvP will still be few and far between and will be long and tedious.

We need something to drive fun PvP whether its on gamma, beta, or wherever because all that is going to happen when "super serious pvp" is all thats happening is people are going to burn out.

79

(95 replies, posted in General discussion)

Tux wrote:

@ Sundial, also if theres a force constantly assaulting or trying to assault a gamme thoes residents are in no way 100% safe

True, but that goes back to the reasons behind the assault which currently includes "epeen". To actually endanger your gamma you must intentionally go out of your way to create conflict in some way currently. I do see your point though and I personally like the "Delta" island idea far more than fully opening gamma to roaming PvP. That way you can please both types of players by both giving them an endgame that caters to their respective playstyles to the fullest.

EDIT:

Though regardless, something needs to be added or gamma needs to be changed for the game to be fully functional to both PvPers and industrialists. Preferably add to the game.

80

(95 replies, posted in General discussion)

Tux: Should gamma only be all out siege warfare? It seems right now its very "all or nothing". You either go full siege or you don't do anything at all. I don't think siege bots would change that.

Should gamma simply be 100% safe carebearing outside the possibility of siege?

If it is, that's fine but  the high rewards of gamma turn into just "ok" rewards as they become a commdity since acquiring them is so safe. Risk vs Reward naturally works itself out when the risk is low regardless of how high the reward is via inflation / market flood.

If gamma is working as intended then we need some sort of conflict driver bringing people out of their fortresses to take risks.

81

(95 replies, posted in General discussion)

AFAIK 3000m would preserve emergent game play (especially with 3 bases close enough together turrets could support the middle) such as beacon pits, norgalis farms, etc. Sometimes you would get ore on the inside but most of the time it would be on the outside. Same with plants unless you intentionally seed them in large quantities.

There also has to be some risk to outposts too, and that would be going outside your walls to mine, rat, etc. Now before you say ratting isn't all that great on gamma outside of beacons I am sure something could be done to make it more desirable to roam around the island looking for special spawns that dropped shiny loot / kernels and buckets of plasma. This needs to be balanced with mining as well in terms of danger from roaming spawns. But really, there needs to be an option for profitable solo ratting on a gamma island to get combat people outside the walls doing things.


The last part would come down to the ebb and flow between the attackers and the defenders in terms of roaming. The defender should always be able to know when the attacker is coming if he uses scouts like already in the game (The balance of these can be debated at a later time). If the defender gets lazy, the attacker should get a kill. However, it can't be too easy to be 100% safe or we will have the current situation.

82

(95 replies, posted in General discussion)

Definitely some valid points.

One thing I might add is obviously those base restrictions won't do much if teraforming is not included in them as far as deploying forces to islands goes. But you also have to be careful with that. If you overnerf teraforming we could potentially lose a big part of its emergent game play element during sieges as well as the ability to literally construct a city.

There should be a balance between complete safety and risk to being attacked even on gammas. We can't go too far in either direction or there will be no mining/industry or there will  be no PvP (when there will be a population).

Some good ideas here, especially the fueling one. Maybe reactor fuel could be the new epriton of beta islands? At the same time though, I feel like the beta1 islands should be more publicly accessible and beta2 could be more controllable?

Being able to pick your reinforce timer is a must.

"- true occupancy (being there doing stuff)" simply nails it. This is one of the bigger problems of steve.

84

(34 replies, posted in General discussion)

Martha Stuart wrote:

This has been stated numerous times before.  Make Beta's important again and the roaming will come back.  The entire reason there was roaming PVP, pre gamma, was because the only place to get Epri was on Beta, so you had to mine it there.  If there are Indy's on Beta, then the combats will be there to defend them.  Then you will have roaming PVP back.  Until this changes there will be no roaming PVP.

Correct me if I am wrong / this changed but aren't the best NPC spawns still on beta2? You are spot on about the epriton though.

I always wished I trained turrets (specifically autocannons) and basic ewar skills so I could make a Tyranos of doom.

High Slots:
4x T4 Medium Missile Launcher
4x T4 Medium Autocannon

Mid Slots:
2x T4 ECM
1x T4 Sensor Amplifier (why are these mandatory in this game again back to EVE TROLOLOLOLOLOL)
1x T4 SDemob

Low Slots:
2x T4 Medium Plate
1x Universal Hardener

I have always been jelly of the fits that bwar and ghandi did. Super jelly.

86

(34 replies, posted in General discussion)

Shadowmine wrote:

I watched a 4 or 5 bot heavy/mech fleet take 10 minutes straight to kill a troiar mk2.... Probly compared to an ERP Mezmer tbh... That seems pretty suitable for hanging in the fight wit the big dogs.

A small group of light ewar give heavy mechs fits.

Assbots could maybe use a bit of a buff, but lights are pretty badass as they are imo. And light ewars are probly my most enjoyable bot to fly.

Allthough in the end, a proper fleet of lights and assaults can take down heavies and mechs, just requires some coordination.

Which light combat bot is viable for anything an assault can't to better? Or were you talking about light ewar?

I have run in assault bot / light ewar composition squads before with both velocity nexus and ewar nexus setup for stringing out larger bots and ganking them as well as any tackle, it worked quite well. I am not talking about niche setups and compositions though, its generally viability for normal game play being discussed.

Yes, the Troiar mk2 is good for what it does. That doesn't mean that the entire light/assault class of bots is balanced in a sensible way though.

87

(1,455 replies, posted in General discussion)

Celebro wrote:

Sundial: Not sure how long you have been away but, no one really lives on beta anymore to defend a sap you just need to spark full force,it's a joke. This leaves small/ squads unable to take any OP. The biggest advantage small forces had was mobility, is now on par with blobs.

Eve has less powerful force projection problems too, Jump bridges , instant teleportation is even more OP:

http://massively.joystiq.com/2011/05/22 … p-bridges/

You are right, jump bridges and cynos together are less powerful than spark tele in its present form. Its a wet dream mechanic for any alliance/coalition holding massive amounts of territory or moons.

The very first thing I remember thinking when spark teleport was added is "Well this is going to create MASSIVE power projection problems" but hindsight is 20/20 and at the time I didn't understand it was yet another low population "wall mechanic".

88

(34 replies, posted in General discussion)

Ludlow Bursar wrote:
Sundial wrote:

small bots simply have no role or viability in Perpetuum generally speaking (besides some of the mk2 ewar lights and dedicated detector bots)... Simply speaking each race has 3 viable bots for PvP (mech, hmech, ewar mech)

Burial wrote:

Buff Assaults and light bots and other types of bots newbies are more likely to use

It would be nice to see a well composed fleet having a good role for light combats and assault.

Whatever the solution if you come up against a fleet with lights and assaults the best counter needs to be to have lights and assaults of your own.

Maybe balance by increasing hit dispersion on medium weapons, reducing surface hit size, increase damage on small weapons or a bit of all three. Demob resistance bonus could work too. If you're going to be squishy you want to be able to run in, cause damage and run out again. Your speed is your advantage over your size.

                                                                                                                                                     
EDIT: Oh, and this is not just to help new players. I think vets would like to see a role for smaller bots too, its nice to have the choice to vary your play style.

Yep, there must be a way to give these bots some sort of role in fleet fights (and in smaller skirmishes where bigger bots are involved) besides cannon fodder.

Some basic questions:

1. Why don't small bots have a short and long ranged option like their larger counterparts and why are there no small weapons that shoot farther than medium weapons when configured a certain way / with a certain ammo (ie +50% range -50% damage ammo)?
2. Why are there no mechanics allowing for speed or size tanking (evasive mod is not enough) of smaller bots?
3. Why does the basic light combat bot only have 3 slots?
4. Why are lights / assaults barely any faster than mechs (10-15kph in most cases when both LWF fit)
5. Why do Perpetuum's aggression timers favor larger bots catching smaller bots waiting their 5 minute aggression timer after making a kill?

89

(1,455 replies, posted in General discussion)

Shadowmine wrote:

Damn, I wanted to be the first post on page 30.....

Denied! big_smile

90

(1,455 replies, posted in General discussion)

Tux wrote:

/troll off lol

Im glad to see your still interested in Perpetuum  Sundial

/troll on:

all thoes mechanics are totally different when you add in LOS and terrain ... EvE has nothing on Perp pvp.
in EvE you Lock and shoot ... /pvp done

you can even shoot THROUGH asteroids lol

Fair enough Tux, but don't act like there are huge differences outside a couple individual systems big_smile

EDIT:

BTW I subbed for 3 months lol

91

(1,455 replies, posted in General discussion)

Tux wrote:
Sundial wrote:
Shadowmine wrote:

Awesome, back to comparing apples and oranges again. Pretty sure we went through this back on pages 13-17...

Apples to apples, its really not difficult to grasp. Its like comparing WoW to Rift. They have some differences but their core game play is almost exactly the same.


What a joke ... sure both are "sandbox" games but aside from that there are very different games... its like comparing a Fighter jet to a tank... sure both are in the military but they are two completely different animals wink

I played eve for many many years i know what Im talking about .... even the core mechanics are different i would go as far as to say that the closest thing they have in common is time base experience.

try to recommend that eve implement WASD and see how that goes lol

24HR reactivation FTW !!!

Dude, do you really want to go there? You are obviously trolling Tux, no one can be that stupid after that much time in both games..

Everyone is acting as if Perpetuum was designed to support the ~10 players it has now, that is obviously not the case.

Cycle times, alpha damage, modules, ships/bots, mining, manufacturing, damage projection, force projection, locking system, ewar, its all the same bud.

EDIT:

Signature radius, demobs/webs, explosion size, nexus/links, shields/armor, capacitor, peak recharge, jump gates, rr/energy transfer/logistics, aggression timer, alpha/beta/gamma highsec/lowsec/nullsec. this is really too easy, I am going to stop now. Take the fanboy goggles off, its not going to do you any good to pretend there are more differences than similarities.

The only real practical difference I can think of is teraforming and the lack of cynos. The rest is a matter of polish, plain and simple.

92

(34 replies, posted in General discussion)

PvP stopped happening with the drop in population and the start of walls / impenetrable fortresses of doom. Another factor in it was over reliance on vertical progression in terms of bot size, small bots simply have no role or viability in Perpetuum generally speaking (besides some of the mk2 ewar lights and dedicated detector bots). You either go big or go home, and no new group of players is going to go big.

Simply speaking each race has 3 viable bots for PvP (mech, hmech, ewar mech) and the mk2 variants (don't act like these are different bots they are simply vertical progression). There is no possible option for casual PvP for new players to have "fun roams" with any chance of killing anything even before you consider the low population. Obviously all this leads to PvP wise is stagnation and people leaving for greener pastures.

EDIT:

o/ Arga sorry for being a broken record after all these years in perp big_smile

93

(1,455 replies, posted in General discussion)

Shadowmine wrote:

Awesome, back to comparing apples and oranges again. Pretty sure we went through this back on pages 13-17...

Apples to apples, its really not difficult to grasp. Its like comparing WoW to Rift. They have some differences but their core game play is almost exactly the same.

94

(1,455 replies, posted in General discussion)

Shadowmine wrote:

What is this EVE thing that everyone talks about? I could have sworn this game was called Perpetuum...

Glad you asked that question, let me explain for you lol

Its a game that Perpetuum is highly derivative of (so much so that you might as well flip that sentence around) that takes even longer to travel from end to end than Perpetuum yet has a 24h cool down on its "spark teleport" because of the absurd amount of power projection it would enable.

Some time in the past AC balanced things around a decent number of people playing the game but come the time of walls/spark teleport/gamma that changed to keep the last remaining players in game.

So yeah, terribly broken mechanic and the only justification for it is basically "game is dead till steam might as well leave it in there so all 10 of us can PvP"

95

(1,455 replies, posted in General discussion)

Just dropping by to say despite all the other power projection problems there is a obvious reason the cooldown is 24 hours in EVE

o/

Solution to imbalance:

NERF ERP.

So take away our ability to do any DPS at all or turn us into cannon fodder for doing 2 dps roll

98

(15 replies, posted in Feature discussion and requests)

We have already seen what happens when you allow people to do this.

If you have ever used a detector on gamma, you would know that the loading of many things at once that come in your detection range is very slow.

Likely, its a blocking operation to the client and the client can't continue with anything else till it is complete.

I propose a few optimizations:

1. Add a priority system, players should always load before structures.
2. Make the code non blocking and stream it in a series of many updates instead of requiring it all at once.
3. Don't immediately remove things from the client when they are outside of detection range, remove them after say 120 seconds. This is especially important when detecting. Of course, the location of said objects would not change until the server updates the client again but if they came back in detection range it would be easier for the client in theory.

Yes I suppose this could sometimes result in things not showing up for a few seconds on occasion but its better then the current situation of laggy death on gamma.

100

(73 replies, posted in Feature discussion and requests)

yarr

I talked with Dev CRM about this a while back and he said that you guys want to do it properly when you have time (Much more detail in the mails)

However I have to plead to you Devs, focus your energies on what you are currently focusing on and make ewar do 0.00 damage on killmails when you have time. No need to do anything fancy, just gives pilots credit where credit is due.