To fix the market:

1. Fix the commodities. You should be able to build 100% of stuff from one faction on just one island. Currently you need materials from all 3 regions to even build a light bot...
2. Buff Trade Extensions, allowing people to sell things on the market besides the most commonly demanded items.
3. Seed the market with expensive T1 items as well as lights / assaults.

These are all simple changes... really no excuse for this to go on so long.

Kaldenines wrote:

Imo the lack of casual pvp is still the biggest single reason for the low population.  Closely followed by lack of advertising.

Perhaps missions that would ask you to hunt down a specific (randomly chosen) npc on a beta or gamma island (and pay out a hefty bounty and standings reward) would be a straight forward way to address this.

I agree somewhat, but what exactly do you define casual PvP as? I remember when I first joined Perpetuum I invited 3 of my friends to play with me. All 3 of them quit because even with a population of like 500 people online they couldn't find one fight in four hours of roaming.

So yeah, there definitely needs to be some type of casual / non hardcore friendly PvP.

Alexander wrote:

Why isn't there anyone mining and producing the light and assaults for the market?

Lights / assaults don't really have a role in the game anymore.

129

(18 replies, posted in General discussion)

Ville wrote:

27 in general chat during US timezone, looks like I will be finding a new addiction

Last night there were 12 people in GC when I logged in.

The thing is for me isn't only the number of people playing, its the fact that the game has had the same PvP/PvE mechanic wise for so long. Since the shield reballancing  patch there hasn't been anything added to the game that appeals to me PvP mechanic wise. We have had no new robots, no new modules besides a few tuners, no changed mechanics outside electrostatic disperation changes. Yes there is PBS but it seems after the first war settled nearly all players doing that content have stopped playing, so that content is not really accessible anymore. Mining/Harvesting were improved, but those are secondary activities for me. After you do the same thing so many times with no changes, it just gets boring.

The gamma expansion didn't really drive conflict / limit resources nor did it seem like it was designed to. You basically went out to an island, built a fortress and then wondered what to do next. The initial balancing caused everyone to wall themselves in effectively limiting PvP opportunities to big groups only. With little to no conflict happening there is no reason to farm, mine, or do any PvE type activities. This is when I lost my desire to login. Something has to drive conflict... only carebears are consent to just sit around and mine all day.

Just my two cents anyway.

130

(13 replies, posted in General discussion)

Annihilator wrote:

well, its often one of the first questions from noobs: do things stack?

answer: yes, no limit.

I say bring back lightweight frame stacking.... make it not a one only module wink

131

(45 replies, posted in Q & A)

Lemon wrote:

Day 1 here, you can be a effective tackle

Day 1 over there your useless

Week 2 here your effective tackle/assault

Week 2 there idk never got past tutorial

Week 3 here in a mech

Week 3 there i dont give a *#&#

@ 2 months you are fine to hold your own against a vet

Now being effective on day 1 and the effectiveness of lightbots are 2 totally different things.

You can always be effective let alone in a specific bot.

Day one in that other game you will make an effective enough tackler to be useful to a gang.

Anyways, enough with the EVE comparisons although I am as guilty as anyone else in that regard. Light bots don't have to be a certain role used in the comparison, but they need A role.

To me it just logically seems that light bots would have some sort of role besides "detector" especially since their bonus are based around combat. Should we be telling newbies to immediately get out of the light bot day one and go for an assault / light ewar? Seems to me like light bots as they are currently have no real role in Perpetuum besides as something totally unrelated to their bonus.

132

(18 replies, posted in General discussion)

Ville wrote:

Arga along with others have stated this time and time again.  I don't want to play a game where things are immediately changed because someone gets a notion that 2 monthes into it, it may or may not be what they envisioned.  Arga was a casuality of the 2K radius fallout.  Sad too, but his disappointment with the gamma expansion was a shared response more and more with the corperation while things are changing rapidly because someone lost some shape to a sand castle.  Things like Knee Jerk Arkhe nerfs, Radius's on Gamma, broken finacial things, and punishment to the first person to ever do something creative in this game.  It's so sad but its true.  I really really like this game but to see General chat dropping to the 20s in what used to be the "peak" times just make me want to log off and go play something else too.

Get back to AFK liquizit mining big_smile

133

(44 replies, posted in Feature discussion and requests)

Sinceto wrote:

Never really been a fan of the overdrive thingy, because it looks good on paper and you can say "it wont be used in PvP" all you want to, but if it makes u faster, it will. If it's an active module that gives you [insert massive debuff here] and speed, then it'll be used by everyone to flee/charge if you have massive advantage, and thus become just as required to have as LWFs. If it's a passive module... Shield tanked 150kph range fit grophoz here I come.

Depends on the balancing really... but yes, it would be difficult to balance.

The idea is speed squads don't have the rep capability to run it for long and that slow armor tanked mechs would have to burn alot of their cap / armor to close distance.

Then again, distance closing modules like that only really work on the premise that close range brawling isn't a huge risk to your own bot (which it is due to explosion damage).

Maybe give it a very short effect and a very long cycle time so you have to use it right... Just an idea.

134

(191 replies, posted in Recruitment forum)

bump for the best cool

135

(45 replies, posted in Q & A)

Yes Anni and Celebro, that is another thing I was indirectly asking.

What place is there for a newb when the game is based almost entirely on vertical progression?

We need mechanics where noobs who can feel like a hero and be useful day one... new player retention and all...

136

(45 replies, posted in Q & A)

Just a question for the devs.

More specific: are they designed to be obslete for anything but detection day 1 of a newbies life?

I am not talking about light ewar. Talking about castel, prometheus, yagel.

Gremrod wrote:
Sundial wrote:

many of the fail mechanics currently ingame that make your proposal not work/not be ballanced.

Can you list the mechanics that would cause this feature problems. that way we all know them and the DEVs know them too.

In the proposed system, Nuimqol would have by far the best income of any of the bots. This is because its travel speed is by far the best.

The problem this brings up is travel speed == combat speed. You can't balance the game around roaming spawns with the current mechanics because Theolodica / Pellistal would be at large disadvantages doing any kind of spawn hunting.

The other problem like I said is requiring us to use LWF for one of the few things that using plates / armor tank was actually good for. I don't want to have to use an LWF for absolutely everything.

Good proposal and a step in the right direction annihilator, however see my later post for some problems.

139

(73 replies, posted in Feature discussion and requests)

I have a dream that one day this planet will rise up and live out the true meaning of its creed: "We hold these truths to be self-evident, that all robots are created equal."
I have a dream that one day on the red hills of Daoden, the sons of former Ewar and the sons of former Ewar pilots will be able to sit down together at the table of brotherhood.
I have a dream that one day even the island of Hokkagaros, a state sweltering with the heat of injustice, sweltering with the heat of oppression, will be transformed into an oasis of freedom and justice.
I have a dream that my four little robot children will one day live on a planet where they will not be judged by the ewar of their robot but by the content of their character.
I have a dream today!

- William Berger King Jr.

Celebro wrote:

Unfortunately these types of MMOs rely on a good group of players, really determined to launch it into the mainstream (Devs cannot do it on their own).  Both forums and in-game are just been full of epeen, trolls and grinding content as fast as possible, whilst removing their competitors. Specially from certain group of players who unfortunately don't really care much about the success of this game.

Ingame PvP is what kept this game alive for as long as it did. It kept the market moving, it kept the players interested in fighting for their cause, it gave meaning to otherwise meaningless actions. Don't blame any specific group of players because pretty much everyone did things like this and they were not wrong or "killing the game". They were creating content and playing the game as intended.

The problem with Perpetuum is as groups of players left no one came to replace them. The numbers just went down besides the EVE exodus and Statecorp. Playing the game as intended causes a certain amount of rage quitting naturally. There has to be a loser for their to be a winner. Anyways, most of the people who quit the game in the end didn't quit because they failed in their objectives or lost a war; they quit because the population only went one way: down.

141

(28 replies, posted in Balancing)

ifelldown wrote:

You should get a new one when you die.


You do get a new one whenever you die.

ifelldown wrote:

In this game, yo need to be able to at least field something cheap and fun. At least it will help the market sell modules. The rest follows.

Yeah, you are right. I made a thread about how lackluster light bots are in this game a while back.

Here is how fitting a beginner light bot looks in Perpetuum:
http://sequer.nl/app/fitting/753

Here is how fitting a beginner frigate looks in EVE:
http://eve.battleclinic.com/loadout/287 … ifter.html

There is really no comparison. Light bots are boring (and also innefective). If the newb can't afford to fit a T4 frame, he will barely even be able to keep up if he is with a group. Its no surprise to me player retention is so low with the starter bots as boring and ineffective as they are.

142

(56 replies, posted in Feature discussion and requests)

Kaldenines wrote:

The hybrid system sounds like fun.  Maybe its so late that it's no longer too late.  It seems to me that things are so dire that radical changes are justified.  It's not like the DEVs shy away from big changes when introducing new stuff.  In that other game anyone could make a character, spend some SP and become an effective producer (yes i know this for a fact because i didn't have to pay real money for that game).  Here the barrier to entry is so painfully huge it's hardly surprising that the whole server relies on a handful of people for their gear. 

Perhaps getting access to the research could be relatively easy but kernels would subsequently improve efficiency as suggested previously

Yep... pretty much hit a home run there. The devs tried to make production more accessible but really they will never be able to do that until they make tiered production actually viable without giant investments... Sure the people who have ate all those kernels should have the advantage, but they can only cover so much of the game. Enable production for producers everywhere to fill the markets with T1-T4!

143

(56 replies, posted in Feature discussion and requests)

The best way to fix the research system is to introduce another method along side kernel research.

Make it more expensive in time and NIC to prototype from this new method compared to having a full kernel research base.

Leave research as is, changing it will only make vets with full trees angry.

144

(9 replies, posted in General discussion)

Cassius wrote:
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 Hulk.
I was afk mining on Jita.
After 3 hours I had more than 3200 Trit.
It was in a can, and they took that too!
Battle badger must have flipped the containers load!

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

145

(18 replies, posted in General discussion)

PvP requires more than one player.

146

(44 replies, posted in Feature discussion and requests)

Kokomut wrote:

Introduce afterburners which deals irreparable damage per second/cycle on the field! big_smile

I support this idea. Mentioned it a while back in a thread, still thing its the most ballanced idea for another speed increasing module.

I took the name "Overdrive" from another game (Legions: Overdrive)

147

(44 replies, posted in Feature discussion and requests)

Deathmonkey wrote:

Agreed with Doek -   LWF or Extra Plate -    Tactical choices are important!


What about a SUPER Lightweight frame that all but prevents you from taking part in pvp. but makes you even faster!

We have an MRE 3000, how about MRE 9000?

148

(41 replies, posted in General discussion)

Kokomut wrote:
Gremrod wrote:
Sundial wrote:

Population is by far the biggest issue in perpetuum right now.

QFT

So let's work together and help out the population instead of stomping corp/players to the ground.

The only thing that is going to help this game is a constant LARGE influx of fresh blood so the bitter vets / new players have other things to do besides bittervet activities like trolling the forums/killboards or fighting the same groups of people over and over. If players can't fight wars without "killing the game" something is seriously wrong with the game.

Also this isn't corporate discussion.

149

(41 replies, posted in General discussion)

Ville wrote:

I specifically lobbied aganist it forever!!!!  It killed pvp!  Which Killed the Market, and then finally killed the population again!

I wanted three things:  1 multiple Squad leaders(check <3), 2 Balanced Beta islands (Kinda worked with dynamic ore fields), and 3 more bots!

I mean wheres the thrill of ambushing someone when the probes ping it right off your there.  It took all aspects of a subtle sneaky assault out the window and killed small hit and miss pvp assaults.  It was all those oh man let's make this game like EVE people wanting pbs. =/

Yeah there has not been much regular PvP since walls. I think it goes even before that TBH to the first time CIR left at least for US TZ. They were pretty much the last corp who actually gave guaranteed fights left and for me was the only reason I got into the game in the first place.

Ville yes I agree walls may have hurt PvP, but at the end of the day it only came down to one thing that killed PvP in perpetuum: population. If the game had 10x the players when walls were first introduced the game would look very different right now.

Population is by far the biggest issue in perpetuum right now.

150

(136 replies, posted in News and information)

Obi Wan Kenobi wrote:

Yes you do bring up a good issue. For all its unbalance moon minerals in stEVE while not being the sole factor in driving wars does make them more tempting.

Having a strategic resources that is both dynamic AND DEPLETE ABLE (very slow regen?) might help fuel turf wars as corps try to secure it. tbh i think this is hat a mining tower would have been for.

Devs listen to this guy... Encourage corps / alliances to build structures to gather things on multiple islands.