226

(9 replies, posted in Feature discussion and requests)

Correct me if I am wrong but aren't the currently planned paint jobs going to be for sale for $$$$$$$$$$$????

So let us see--- You want to join corp you have to pay $$$$ for useless stuff........ No thanks.....

I personally think it is a giant mound of garbage to have any form of a cash shop when a subscription is charged. I for one, will be damned if I am going to pay for anything (including vanity only) other then a subscription.


BS MT crap is one of the reasons I left the other game and came here and I for one will not support any idea that encourages corporations to mandate that their players participate in MT.......

Ville wrote:

t;'dr Hello Kitty Paint Jobs!

75% of the posts I see from you are about a stupid hello kitty paint job. If you are so jazzed up about hello kitty BS then go to wal-mart and buy some freaking hello kitty underoos........

228

(26 replies, posted in General discussion)

More then likely he is looking at the waste and figuring what he gets is 79% of that:

10,000 waste
7900 received

This would at a glance look like a 79% yield but it isn't.

10000+7900=17,900 total mineral yield with PERFECT recycle

17,900 total mineral yield at 100%
7900 yield = 44% (plus a few digits behind the decimal)

Trap Card wrote:

Or something like that must explain this picture:

http://i.imgur.com/JGk5U.jpg

Any idea what it is?

Evidently there are others who have access to a wormhole..............

DEV Zoom wrote:

My magic orb says end of this week or early next week.

All Hail the magic orb!

Thanks!!!!

DEV Zoom wrote:

It's definitely a bug and will be fixed in the next patch.

Thanks for confirming and would you be able to give us an ETA for the patch?

232

(50 replies, posted in Balancing)

Trayk wrote:
Scyylla wrote:
Trayk wrote:

This NPC "Nerf" needs to be reversed. My favorite spot atm WAS 1- t3 Ictus, 1-t3 Tyrannos, 1-t3 Gropho and 1-t4 Gropho. It was a great spawn to farm. I was able to make ~4m per hour on it in plasma and goodies. Now the patch, its now spawning more lights and assaults than mech/HM and ranges from Servant to Hero (t1-t4). The tests so far Ive averaged about ~2m per hour in plasma and goodies with the amount of ammo expended remaining about the same.

Nice Nerf. Devs you need to put it back. I LIKED the random spawns and thought they were fun, but I also like some of the dynamic spawns, the way it was before the last patch. Just like the candy bar, sometimes you feel like a nut, sometimes you don't...GIVE US OUR CHOICES BACK!!!!!!


This will make the Kernel grind even more painful. The more I think about this the angrier I get. Its like they want to penalize the newer players even more.  mad

All it seems you are complaining about is how they penalized you............. Boo Hoo.. You can't sit back and milk a NIC cow without some effort. Sorry for you loss.... well not really!


IMHO, the full on random spawns are good for new players. I remember how horrible it was when I joined a corp (2 weeks into the game) and moved to a different island and only had 1 or 2 spawns I could solo. Now even the new players can have variety on any island they are on. Heck- the low ep toons will actually be useful to have around for killing the small bots in the random spawns.... Oh wait.. That means you will have to share. They shouldn't be limited because you want a NIC faucet. They shouldn't be limited by the fact that they don't have an alt account boosting, repping or tanking in a lithus/termis/riveler like so many people do....

I can expect this kind of talk for someone in one of the "old" corps. Your protoyper probably had everything researched long ago, so screw the newcomers. And since your in a commie corp you don't have to worry about buying your own gear, so screw small corps, solo players too. Nice attitude comrade.

It is a great attitude to have!

Wasn't but a day or 2 ago that I needed to buy some mods off the market the corp couldn't produce...
Perhaps you should look a bit more into the corp before you make assumptions broski!

Every ounce of research I have done on this toon has been accomplished by grinding for myself and I support full random spawns. Unlike you, I dont want to put signs on the NIC faucet excluding the new players.. I remember what it was like to be one.. Do you??

233

(50 replies, posted in Balancing)

Trayk wrote:

This NPC "Nerf" needs to be reversed. My favorite spot atm WAS 1- t3 Ictus, 1-t3 Tyrannos, 1-t3 Gropho and 1-t4 Gropho. It was a great spawn to farm. I was able to make ~4m per hour on it in plasma and goodies. Now the patch, its now spawning more lights and assaults than mech/HM and ranges from Servant to Hero (t1-t4). The tests so far Ive averaged about ~2m per hour in plasma and goodies with the amount of ammo expended remaining about the same.

Nice Nerf. Devs you need to put it back. I LIKED the random spawns and thought they were fun, but I also like some of the dynamic spawns, the way it was before the last patch. Just like the candy bar, sometimes you feel like a nut, sometimes you don't...GIVE US OUR CHOICES BACK!!!!!!


This will make the Kernel grind even more painful. The more I think about this the angrier I get. Its like they want to penalize the newer players even more.  mad

All it seems you are complaining about is how they penalized you............. Boo Hoo.. You can't sit back and milk a NIC cow without some effort. Sorry for you loss.... well not really!


IMHO, the full on random spawns are good for new players. I remember how horrible it was when I joined a corp (2 weeks into the game) and moved to a different island and only had 1 or 2 spawns I could solo. Now even the new players can have variety on any island they are on. Heck- the low ep toons will actually be useful to have around for killing the small bots in the random spawns.... Oh wait.. That means you will have to share. They shouldn't be limited because you want a NIC faucet. They shouldn't be limited by the fact that they don't have an alt account boosting, repping or tanking in a lithus/termis/riveler like so many people do....

Syndic wrote:

However, there is nothing insulting or demeaning in Snowman's post.

:

Syndic, you must be blind in one eye and can't see out of the other........ You sir are truely daft and need to deflate your ego a bit......

Snowman wrote:

you ***

Snowman wrote:

the product needs protecting from you disturbing intentions

235

(37 replies, posted in General discussion)

3 works for me!

Now... more info on the energy credit deal.... Please for the love of god tell me it isn't a cash for advantage shop.....

236

(10 replies, posted in Bugs)

Scyylla wrote:

Windows 7 64bit

The program Perpetumm has stopped responding....



Every time I either log out or close the program.


Just tried it real quick using the button on the in game tool bar and no crash.

237

(10 replies, posted in Bugs)

Windows 7 64bit

The program Perpetumm has stopped responding....



Every time I either log out or close the program.

Arga wrote:

Welcome to Perpetuum smile

Watch out for this guy...... He likes to keep fresh newbs locked in his closet......


Seriously---Welcome to the game!

239

(26 replies, posted in News and information)

DEV Zoom wrote:

To forego some unrealistic anticipations, it's probably the best to tell now that the patch tomorrow will be a rather small one. Mostly fixes (disconnect, highway speed skips), some smaller feature improvements (selection on radar, doubleclick for take loot, free camera option, etc.) and a few obligatory balancing changes (just a few really, we tied down one hand of Alf).

The good news is that you won't have to wait another month for the next patch, as we're wrapping up the new level2 assignment pack and a new NPC AI.


Small patches often contain the best stuff!

Thanks for the info!!!!!! smile

240

(26 replies, posted in News and information)

Alexander wrote:

THEORY CRAFTING TIME:

  • Attributes Removed and replaced with new mechanics

  • Navigation Extension removed and all speed boosted by 20%

  • Lowered effect of lightweight frames but also raised their negative effects

  • Fix to module balance as some module still don't fit the 10%,15%,20% scale

  • Increased armour in all classes. Balanced NPCs accordingly to lower their armour back to only slightly above what it used to be.

  • Recreated the new player experience to have universal but have multiple lines for combat and industry from assignment file 2 to allow for player choice to gain industrial robots (Laird, Argano) or combat (Arkhe Mk2, Light robot for their megacorp)

  • Intrusions 2.0 added. All ownership of current outposts set to 40~%

  • Introduced some more assignments that aren't tested or balanced

  • Fixed older assignments to be more balanced but still not tested

  • Shield ratio to include robot size calculation in display of ratio

  • Missile range and mining yield displays corrected

  • Terrain blocking map corrected on each island because it's still not perfect and never will be

  • Fixed the broken buildings on Hershfield


If they are going to fix the broken buildings on Hersch they also need to consider adding a handi-cap ramp so it doesn't take all day for indy bots to get to and from the station!!!!!!!!!!!!!!!!!!!

241

(26 replies, posted in News and information)

Recognizer wrote:
Scyylla wrote:

Think outta the box here!!!!!!!

Atleast tease us with something..... yarr

Patch will contain fix for titanium ore layer on new virginia.


Good start but perhaps a bit more leg next time?:P

thx!

242

(26 replies, posted in News and information)

DEV Zoom wrote:

Patch notes will be posted during the downtime as usual smile

Think outta the box here!!!!!!!

Atleast tease us with something..... yarr

243

(26 replies, posted in News and information)

Can we haz for tomorrows patch??????:D





[13:43:18] <DEV Zoom> a real patch is planned for tomorrow

DEV Zoom wrote:
Segreto wrote:

But my confusion aside, I cannot abide by a developer’s surprise attack on a player created character.  Finding out about this idea in a side remark in an ‘idea’ thread is unacceptable.

This caught my eye.

*scratches head*

*takes deep breath*

A lot of players are complaining that the level of information flow from us has decreased lately. One of the many reasons for this is exactly the topics like this one.

When we don't say anything, it's bad.

When Alf hints some work-in-progress and subject to change infos, everyone starts theorycrafting based on that, and then even more people come complaining that we should post specifics of something that we don't even know because it's still work in progress. So that's bad too.

I'm open for any suggestions, other than "work faster goddammit!".

On a brighter note, we're close to wrapping up the concept of the account reset and attribute system changes, and will post the results in the devblog very soon.

Communication with content is never bad!

With that said, I would recommend some limits on the things communicated. It would reduce the theory-crafting and some of the forum whining. I think the flaw in Dev Alf's statements were partially due to some very specific numbers thrown out on the subject (makes the decision look alot more concrete then it may be) and alot of missing info. At first read what you see is EP being taken away... Never a good thing to drop in chat then bolt.

Lack of communication, lack of interest in player feedback, removal of functionality and the expansions later that reintroduced the functionality they took 6 months earlier (billed as content) are some of the reasons I left Eve after 7 years. The team working on Perpetuum were a welcome breath of fresh air. NEVER STOP COMMUNICATING!!!!!!!!

Lime wrote:

would love to get that free reset, devs

i have a lot of wasted ep on a character i was using to do the golden triangle and now that char is just rotting

reimbursement please

That is what happens when you make a FOTM toon......

246

(14 replies, posted in General discussion)

Nah... That's just a love note from Binary!

Based on what Alf said do they plan on just recalculating the EP costs for each extension at the 75 point cost and giving you the resluting level for that extension based on the current amount of EP you have spent or are they talking about making you do a total respec with all of your SP unallocatted?

I am not looking forward to losing levels in extensions that I waited patiently to get.........

My 2 cents would be to leave the current earned EP the way it is and change the system going forward. I understand that it may mean that existing highly specialized toons (neither of mine are highly specialized) may see a bit of an advantage in the long run over newer players however I don't agree with penalizing them for taking the time and effort to specialize their toon.

248

(69 replies, posted in Balancing)

Arga wrote:

Industry players simply have a lower threshold of risk. I've pointed this out in previous posts. You simply can't apply the same risk vs. reward equation to mining as you would to combat.

The crux of the matter is simply that while your in a combat bot, your choosing to put your equipment directly at risk, and your in direct control of the level of risk. If you over-extend combat bots have a greater capability to escape, but more than that they 'choose' thier battles.

Miners only viable defense has always been to simply run. The only balance i'm asking for is to ensure that miners are given ample opportunity to run.

Indy players do have a lower threshold of risk however the risk should still be present. I have yet to be forced to abandoned a can of ore. I have yet to have an observer of any breed spawn on top of me. I have yet to have a wandering hauler spawn appear on my radar while mining. At this point the only risk I am being exposed to is if I have a derp moment and pilot into a spawn....

When anyone undocks they choose to put their bot at risk regardless of whether they are an indy toon or combat toon. The levels of risk are very different based on the choices of the individuals activety. A combat pilot will always be exposed to more risk. It is the nature of combat. I think it is more then acceptable  to expose indy bots to the occassional violent interaction should they not pay attention to their surroundings.

It seems that the focus is on the ability of the slowest indy bot to get away from the fastest and one of the rarest npc spawns. Why not look at existing mechanics to find a solution to the problem:

MK2 bots----higher speeds when fit then a standard bot
T2 gear----generally a lighter weight which will increase speed
Nexus mods---- speed nexus ftw
Leave a fitting slot open
etc.....

It boils down to choices. If a miner is so worried about losing his bot to an extremely rare but fast npc spawn then the miner should fit his bot accordingly. I am personally worried about losing my mech to ewar spawns so when I choose to kill them I fit for range and gimp my damage a bit. It's all about finding a way to make it work and being willing to accept the consequences of doing it.

The way it is now you can't out run the fastest/rarest spawns in the slowest bot AND be the most efficient/highest yielding miner. You have to choose. Is your reward survival in the rare case of actually having one of these SO's appear on you or is your reward pillaging the most materials everytime you mine/harvest?

249

(69 replies, posted in Balancing)

Arga wrote:

The challenge for mining should not be combat based, not everything in the game needs risk vs reward, indy should be balanced with time vs reward.

That said, and I've made this clear before and I agree with Scyylla, there has to be a certain level of risk everytime you undock.

In the case of mining however, the reward of mining (alph mining) does not need to be balanced to the risks associated with PVE combat; that's too extreme.

The risk level for mining should be to prevent 'unattended' mining. A character that chooses to specialize in (alpha) mining shouldn't have to also fit for combat/defense. The example of putting a sheild on a miner is a perfect example. Ignoring the skill cost for the moment, the CPU requirements are right on the edge for fitting a riveler with lasers, tuninings, and acc rechargers. The sheild requires more than just a minor loss of yeild, as a shield only prevents bumps and scrapes without hardners. Because of CPU and Hardners, your talking about removing all Indy tuners.

I always like to turn these type of suggestions around, so we can view it from all points. Shield provide no value to a miner's main purpose, which is to increase ore/hour. If there was a change that required combat pilots to swap all thier weapon tuners out for indy tuners, would that be acceptable? As a combat pilot myself, I know that I would think that was a bad idea.

The only real defense miners have is to get out of harms way, or as Robo points out, to mine where there is no danger. Fully fitted Rivelers Nav 10 with t4 LWF move 67 Kph, and about -10 kph demobbed *s*. They simply can't escape without adequate time. And even with a sheild and hardners, the SO could demob and kill a riveler without suffcient warning.

Please note that all this applys only to alpha mining.

Some risk is acceptable, but mining is not a combat related activity, so does not need to be balanced with the reward. It takes time to mine, that is the investment for reward.

I am glad that we agree that every time you undock risk should be involved however if random spawns don't target and attack miners when they stumble on them where is the risk? There should be a threat of being sent back to the station in a violent manner every time you undock not just when you are afk.

Currently miners do have the choice to fit a tank or fit for maximum yield. Just like a PVE bot has to fit based on the spawn they are going to kill. Many times this will involve removing tunings to add range. It may also involve removing rechargers or stabs for tank. Every situation is different but the PVE toon still has to choose between gimping range, speed, damage, recharge or tank. The PVE toon doesn't get the option to be able to do it all on their bot. By your example, removing the tunings on a bot to increase the range would reduce the efficiency of killing your spawn quickly and reduce the amount of your rewards. PVE bots have to make that choice all the time.

Miners (I am one of them) do invest time to mine their rewards however don't discount the time you and all the other PVE toons invest in farming spawns, scanning sites or running missions. Each of those actives has the risk of having your bot violenced and mining should have the same consequences in my opinion. 

Think about this one for a second:

Fit your PVE bot to infini-tank a spawn and just sit there.... Does your cargo fill up with modules, plasma and kernels?  Where is the reward for the time you spent sitting infini-tanking a spawn?

That is part of the problem with a time vs reward system. You can spend time doing any number of things and get no reward. Also, it seems that the devs in their infinite wisdom may have already done a time vs reward system. We now have isotopes that you can only get by mining. I know they nerfed the refining of mods and put this in it's place but it does make an excellent reward. Mine titan or Liquidzit and get EPI. The more time you invest in mining the more isotopes you will have!

Do I think that everytime you turn on a mining laser that a spawn should appear with bad intentions? No I don't. Random spawns causing the occassional wtfbbqpwnage of an indy bot is an acceptable consequence to undocking. It will discourage afk mining and encourage miners to be a bit more vigilant of their surroundings. We are on a hostile world aren't we?

250

(69 replies, posted in Balancing)

Robophiliac wrote:
Scyylla wrote:
Robophiliac wrote:

As a mostly mining toon atm I very much against the ideas of more aggro toward miners/harvesters from Observers and Mobile NPC Spawns(MNS).

First off field containers would need to have their timers doubled.  MNS are slow as hell.  Yes that makes them very easy to run from if one is paying attention to their landmarks but you are going to lose you container waiting for them to move through an area so you can get back to it.

Next off be ready for ore prices to probably double if you increase aggro on miners.  If miners are getting blown up more you can be sure they are gonna charge more so they can keep replacing their bots/gear.  Plus a large number of players will simply opt to stay at the few spots per island that have no aggro moving through/near it.  These "safe" spots will remain even more perma drained than they are now and even less ore will be coming into the market because of it.

Requiring miners to have protection with them on alpha islands is not realistic.  Who wants to sit and watch a miner for hours on end so that 1-2 an hour they can pop a npc then go back to watching the pretty mining laser lights.  And with only 1 weapon slot it is not realistic to expect miners to be able to defend themselves.

I must disagree with you.

A PVE toon risks his bot and fittings every time he engages a spawn. The same should be expected of an indy toon. There should be risk associated with mining and harvesting just like there is risk in every profession in the game. Even straight manufacturing toons risk starting a production run and having someone else stock the market with the same item before the build is done.

We all have to take risks and I fully endorse aggro from wandering spawns and observers.

Scylla
Indy Toon


A PvE fit bot is ready and able to defend itself, that is the purpose of its fit. 

A producer can either under bid its competition or leave their products up at a slightly higher price till they sell.

My Riveler can not decide to fit 2 or 3 guns in place of mining lasers to be able to defend itself should it get aggro.  IF they add industrial slot weapons like was mentioned in a previous Dev Blog then maybe that would be an option.  But right now it is not and all it can do is run and pray aggro is lost and moves on in time to get back to the field container before all its work goes puff.

A riveler can also fit one heck of a shield tank...... You can fit your bot to survive a random npc spawn. You just have to be willing to sacrifice some mining ability to do it. You can't have the cake and eat it too.

Field containers were recently changed so you have a very long range (never bothered to check the full distance) at which they will stay open thus stay refreshed. A few weeks ago the second you got over 100m away they closed. Not the case anymore.

The reality of it is, is that you should run the risk of losing your investment when you want to sit for hours on end in the same spot collecting a reward. I am happy to take that risk every time I mine or harvest.