201

(25 replies, posted in Feature discussion and requests)

Iam Abanana wrote:
Scyylla wrote:

This isn't Eve........

It needs to stay that way.....

I don't want it to be completely like eve, but in this aspect i would. It is just that i feel that my youth, my best days are being thrown away because of this endless walks.
Firstly, i would like if someone could explain to me why this system is good, and why it should remain as it is.
Secondly, if it is supposed to remain this way, tell me how you cope with the boredom of walking. Am i missing something? Teach me how to enjoy the walks please.

Yes you are missing something..

Your bridge named Jita is --->     go back to eve if you want to play trolls

202

(25 replies, posted in Feature discussion and requests)

Iam Abanana wrote:
Sundial wrote:

I don't know if you are serious, but I think the current travel / teleport / highway system could use some looking at.

So you are essentially proposing making it more like EVE?

Exactly ... make it more like EVE (teleport to any point within the island with a mouse click/ warp gates if you want to go between islands). This concept works very well in EVE and it should work here too, after all this is a copy of EVE. And i am very serious about it, since i found out that about 60% of time i spend here is doing nothing but driving my bot to a position, and i just don't think i can do it anymore. sad

This isn't Eve........

It needs to stay that way.....

203

(66 replies, posted in General discussion)

Lana Torrin wrote:
Annihilator wrote:

sorry, didnt see GO very often on Tellesis, because it was a SO, and if that one is not killed, it is passing you very often in a short time

1 day before patch, the GO was running around, and it was passing me two times within one hour. so i guess around 40 minutes for one trip?

Or there were 2 GOs.. I have seen on Tellesis 2 SOs and a GO roaming the same path 5 mins apart.. The GO usually gets popped within a few hours so that just leaves SOs..

I dont mine (much) I rat. SO coming my way means I have to run and fast (like immediately) usually through the mob im farming. I realize its an Alpha 2 but the speed of those things means if im distracted or in the wrong spot for just a second, pop gos my bot with no chance of getting away. Thats not right.

It all boils down to the attention you pay the game. You said it yourself. Plus if you fear the observer, go find a different spawn that isn't on its path.

I am fine with removing the SOs (not really but I am in the minority on it) but the GOs need to stay on alpha 2.

Starter islands should be the safe haven and things should get progressively harder as you move away. GOs fit in on alpha 2 islands.

204

(66 replies, posted in General discussion)

Annihilator wrote:

observers do kill decently alet players - they are to fast and overpowered,

nothing kills macro miner, as they are not so dumb to not write an escape macro triggered by observer appearing on landmarklist.

i would not care about observers or such, if i could get the same alert as legal player. audio alarm or something when a specific red dot enters my visual range. But we dont get that.

and about the increasing difficulty:
- caravans on alpha 1 are moving with 30 kph (3rd star npcs)
- caravans on alpha 2 are moving with 40 kph (4th star npcs)

there is no need for artifical difficulty npcs. I could suspect behind your oxymoronic argumentation, that you want observer kernels or simply less new player in game. As you say, observer are no issue for exactly those you are against: high lvl beta player mining on alpha.


and hell, my lvl2 refinery in tellesis isnt worth losing a heavy mech... or any equip that has noralgis in it.

Anni- If a macro mining program can pay attention to the landmark list and and get away, why can't a person behind the keyboard? Why do you need an audible alert? Is it because you aren't at the keyboard? Is it because you aren't paying attention to the game and practicing some google-fu? If you are at the keyboard, game up on your active monitor and have the landmarks list up you don't need an alert....

It isn't about being a high level beta player. I have only been playing for about 3-4 months now, have spent a grand total of maybe 4 hours on a beta island and I haven't been killed by an observer while mining or harvesting. Why haven't I been killed? I pay attention to the landmark list and move when a bad guy pops up.... It is as simple as that.....

Honestly, I could care less about afk miners. Let them. Sooner or later someone will pop an observer stash, pop an infestation or a wandering spawn of some sort will get them.

What Sundial and I are saying is that alpha 2 islands shouldn't be all frills, lace and cotton candy. Observers have a place on them. You can have your care free mining on an alpha 1. You should get better fields,enhanced regen of resources, etc on alpha 2 islands along with a friendly neighborhood observer to keep you on your toes.

205

(66 replies, posted in General discussion)

Annihilator wrote:

Sundial, Scyllla, Takeo

have you been out mining or doing anything on alpha since the patch? do you know what your are talking about?
something like AFK mining is not possible at all, as smokeyii already says. If you can do it, your probably cheating, using illegal macros.

Yesterdays chat ingame - while you all have been playing forum warriors - you could read often about ALPHA noobs beeing killed by a roaming caravan.

I have been mining and harvesting since the patch. As I stated in several posts I am an indy focused player.

The real question is:

Why are you not capable of fully reading a post???

Several of my post have suggested a tiered system which actually give the no risk mining crowd a place to be on alpha 1, alpha 2 being more rewarding for the miners willing to actually risk something and the beta islands for the ultimate reward.

Roaming caravans have always been there. A couple of noobs getting killed by them is nothing new.

What is new is that you are finally showing your true colors. I have seen you stink up the forums with posts about feature after feature. Often shooting others peoples ideas down under the assumption you are the end all be all of knowledge in Perpetuum. You aren't. What your posts in this thread actually show is that you are part of the no risk for all the reward crew when it comes to industry.  The game isn't supposed to be on easy mode everywhere bro.. Suck it up.

206

(66 replies, posted in General discussion)

Sid from mining wrote:

Well, tbh, if I was able to actually tank whatever NPC may come around to shoot me as a miner, I would totally agree with you Scyylla.

In that other game you were able to tank your hulk according to the NPCs you would encounter, sacrificing your mining yield, which I did.
In perp you can not do that, almost every NPC eats your miner for breakfast. Maybe possible with a lot of EP, but me and my 160k EP just can´t tank them. So I have to run, which would be no prob if the field capsule stayed open for 700 to 800m like it did before. Some roaming spawns are very slow moving which doesn´t allow me to get back to my container without being blown up as I can´t tank them, my only choice would be to let the container expire.

Is that really intended game mechanic?

If you have to run away and can't get back to your can then so be it. That is part of the risk of mining. It is also a hint that you might want to haul more often or have a corpie/friend help if you don't have an alt to do it for you.

The same holds true if your isp drops you and your can expires. Forces beyond your control (except by hauling more often) have cost you a can of ore.

* A quick personal observation on random wandering spawns--- they tend to wander the same paths. If you notice you keep getting chased away from the same spot by the same type of spawn it is a good indictaion to move to a different spot or change the times you mine it.*

207

(66 replies, posted in General discussion)

Arga wrote:
Scyylla wrote:

Yep. I just spent 4 hours sitting in the terminal! Where is my reward??????

What where you doing in the terminal? I didn't say you should get a reward for just logging in.

But, you could spend 4 hours in the terminal playing the market, and you would get a reward for your time.

I'm actively mining, I spend time mining, I get a reward.

Right answer.

If you find watching lasers boring, like piglett, then I can send you a waypoint on Tellesis for a red sterm field under a fixed NPC spawn of 2 mechs and 3 assaults that will keep you entertained.

And you should be risking your bot when you undock as well.....

You are risking your NIC playing the market.

Your answer--still wrong

No thanks on the sterm field. I have atleast 7 red fields marked for my abuse! I do appreciate the offer though.

Seriously Arga, there should be risk associated with sitting for hours on end mining. Like I stated in several of my posts the risk and the rewards need to be tiered to the islands.

examples:

Starter Islands:

all ores but epriton present--- this could even be tweeked to remove an additional ore/liq to encourage players to move to a higher tier island
all plants but noralgis present
minor spawns only including low level wandering spawns to keep the afkers in check
ore fields within a reasonable distance of a terminal or outpost

Alpha 2:

ore/plant types-- same as starter islands
harder wandering spawns--- bronze/silver or higher tiered npc. mech/h mech
wandering grand observers (i would prefer SO but I am definently in the minority on that)
Larger ore fields (say 1.5-2x)
ore fields further from terminal/oupost-- this lends itself to team operations for those without alts
faster respawn of resources

Beta:

ore/plants---- all but titan (need to keep beta folks going to alphas as well) and noralgis
toughest spawns to include wandering SO h mechs
Large fields (same as alpha 2)
fields located throughout the island regardless of distance from an outpost/terminal
fastest respawn of resources

Once again-- risk and reward go hand in hand. If you want a better reward you should have to take a larger risk. I am not saying that a miner should be exposed to the same level of risk as a pvp/pve toon but they have to be exposed to risk in some form. If that means that a miner loses a can of ore becuase they chose to mine on an island with observer spawns (following my example from above) then so be it. Either cooperate with a corpie/friend or haul more often.

208

(66 replies, posted in General discussion)

Arga wrote:

Risk versus Reward is not the only way to balance. Time for Reward is just as valid.

So when you say miners are out there gathering without little risk, that's true, but it takes time to mine. Adding additional risk does not increase reward at all.

More risk less reward, the exact opposite of what it should be.

Time versus Reward... wrong answer....

Yep. I just spent 4 hours sitting in the terminal! Where is my reward??????

The reward is scaled to the risk in these types of game Arga... Unfortunantly there is a group within the mining community that wants to eat the cake they have already been given.

Ville-- no offense bro but if you want to watch some mystery science 3000 or just some reruns of happy days then you shouldn't log in. Enjoy your time not running back and forth from the couch to empty your cargo. Enjoy the fresh air. Show the family some attention and de-stress away from the game.

Wraithbane--- If people leave the game because a poor little npc can actually pop them then so be it. Dumbing the game down to the point of not having to risk anything won't keep players either... The issues that many of us have with the removal of observers has nothing to do with ruining others game. It has to do with the foundations that make a sandbox mmo. Sandbox MMOs are designed to be a risk versus reward. As far as I am concerned there should be no issue for a miner to move out of range of an observer or wandering spawn if they are actually paying attention. Once again-- Tier the alpha island's risks as well as rewards. You want to go sit and mine with jack sh*t for risk then a starter island should be your friend..

Also for the record Wraithbane-- I am a miner/indy player and I loved having the SO around to spice things up but then again I actually pay attention to my radar..

209

(66 replies, posted in General discussion)

Sundial wrote:
Scyylla wrote:
DEV Zoom wrote:

Normal roaming caravans still pose a threat to alpha miners, a threat they can manage - in contrary to observers. They were like a thunderstorm, the only thing you could do about it is run for cover, but most of the time they were faster than you. And it didn't only affect miners, but new, inexperienced players as well.

For those veteran players who miss them and liked to farm them, we'll have a new feature very soon, where you can fight high level npcs for high level loot. Expect a blog post about it next week.

The last part is great news! Thanks for the info!

Now to the first part:

The counter for a miner on the wandering spawns is to move out of range till they pass.. That is fine. LWF allows you to do that. Just like a signal detector allows you to see the bad guys meandering over to kill you. The signal detector gives more then enough notice to move away while that exceptionally fast (will move on a lot faster then a wandering spawn) observer passes. One simple module makes the insanely fast SO manageable. It's just "some" of the miners arent willing to sacrifice the yield bonus to do the smart thing and make sure they survive.

I completely understand that the new players were getting wtfpwnd the first time they ran across any observer however why not just eliminate the observers from the starter islands? That gives a safer haven for the new players to grow and for the no effort group of miners that have to have the maximum yield a place they can get it?

1. Tellesis SO goes faster than a termis or rivaler with an LWF.
2. Also to fit a detector on a miner bot would mean hurting cap stability a good deal. (I know, not optimal returns)
3. With a base detection of 80, you do not have much to work with. "Get another account much?"

I am a miner that fits for defense (my rivaler has a .3 shield conversion ratio, 18K effective HP, 75% demob resistance). I mine on the beta islands, where I have learned observer routes and setup scouts to alert me to any roaming spawns, observers or other players.

Avoiding observers is possible, however I feel that roaming spawns are the better choice for alpha 2 islands. Grand observers are fine as well.

The imballance is SO's on alpha islands. GO's are fine.

If people wan't to mine in relative safety and be able to take a piss, I feel they should be able to on alpha 2 islands. Beta is another story cool. Roaming spawns will still gank AFK miners there. Nothing has changed but the amount of time you have to react has been increased.

To the devs:

Please put Grand Observers back on alpha 2, they made life a bit more interesting and could be solo killed if you were careful. Since players could kill them, they didn't roam around that much to gank miners (and they were way slower than the new SO's)

Good news!
Gargaj has at least fowarded the request!
10:29  * GargajCNS fwd'd the request
10:33 <@GargajCNS> "grands may reappear"

I can agree with most of what you are saying especially because you are actually fitting your bot to overcome the risks you are facing.

The island types should have escalating difficulties.
They should also have escalating rewards to make it worth the extra effort (fitting to survive vs max yield)
     For miners this should mean better ore fields. Perhaps a slightly increased regen time.
     More difficult npcs for the pve group
     escalating the difficulty of observers -- assualt observer on alpha, grand mech observer on alpha2, rest on beta
** the following is a good one in my opinion*** side track yes, but it hit me while typing
Artifact scanning should be based on island level:
alpha islands- lvl 1 sites, small chance of a level 2 (maybe 10% chance to get a lvl 2)--25% cts only

alpha 2--- lvl2 sites, small chance of a level 3 site (10% chance)-- 25% and 50% cts only

beta--- the works excet for no lvl 1 sites, 50/50 mix of lvl 2 and lvl 3 sites, no 25% cts

Risk versus reward. This option allows for all play styles and gives the new players an escalation route in all indy/pve careers. It even stimulates some population on Beta.. Want to build a MK2 bot? The best chance you have of getting the ct will be Beta!

210

(66 replies, posted in General discussion)

DEV Zoom wrote:

Normal roaming caravans still pose a threat to alpha miners, a threat they can manage - in contrary to observers. They were like a thunderstorm, the only thing you could do about it is run for cover, but most of the time they were faster than you. And it didn't only affect miners, but new, inexperienced players as well.

For those veteran players who miss them and liked to farm them, we'll have a new feature very soon, where you can fight high level npcs for high level loot. Expect a blog post about it next week.

The last part is great news! Thanks for the info!

Now to the first part:

The counter for a miner on the wandering spawns is to move out of range till they pass.. That is fine. LWF allows you to do that. Just like a signal detector allows you to see the bad guys meandering over to kill you. The signal detector gives more then enough notice to move away while that exceptionally fast (will move on a lot faster then a wandering spawn) observer passes. One simple module makes the insanely fast SO manageable. It's just "some" of the miners arent willing to sacrifice the yield bonus to do the smart thing and make sure they survive.

I completely understand that the new players were getting wtfpwnd the first time they ran across any observer however why not just eliminate the observers from the starter islands? That gives a safer haven for the new players to grow and for the no effort group of miners that have to have the maximum yield a place they can get it?

211

(66 replies, posted in General discussion)

Annihilator wrote:

how long does your miner survive against a superior observer IF you have fitted defense?

i know my tank-fitted seth would die in seconds if i get within 400m, since shield bonus removal and repair tuning nerf.

the non defense miner will also die to:
roaming 1rst rank yagel/castel/prometheus
roaming 1rst rank arbalest

its doesnt matter which npc comes, if you dont fit with at least a little bit defense, you will lose your bot. It doesnt need an artifical overspecced roaming NPC to create a "Threat".

if you think its not risk without observer - tell me: what do you do if a player waspish appears on your beta-map radar when your out with a mining mech? standing still and waiting for it to pass?

Running away is a valid tactic. Nobody said you had to make a fit to sit and tank everything. You don't have to be able to kill the spawn either. You just need to be aware of it and take measures to not get popped.

One simple mod--- SIGNAL DETECTOR ---!!!!!!!!!!!!!!!

Sacrificing one head slot is evidently too much to ask. I understand wanting to get the most out of whatever you are doing however not being willing to sacrifice 1 slot to make sure you don't get popped is a bit crazy.

I can't tell you how many people I have seen type in general chat-- "I won't undock till they fix the superior observer so it doesn't shoot me." (or something to that effect). Too lazy to fit one mod........ Too lazy to sacrifice 1 tuning to ensure they don't blow up.

Hell, I sacrifice 1 wep stab to add a recharger on my combat toons Artemis so my lasers will keep firing... Maybe the devs should change the dispersion of all bots so I hit them every time.......Or better yet make my lasers use 0 acc, have no cycle time so they always fire, never miss a target and do critical hit damage every time!!!!

At least that way the pve/pvp guys can get the most out of their bots and chosen "careers" with little to no risk too....

212

(66 replies, posted in General discussion)

The more I think about the removal of observers from alpha the more I realize it caters to people who want to risk nothing.........

All the complaints stem from the fact that "some" of the miners out there want to be able to load their indy bots with tunings and rechargers just so they can get the most out of mining. They absolutely refuse to see that you can fit to counter the observers and anything else that stumbles on you. The "no risk for all the reward" group isn't willing to do anything other then what gets them the most ore....


Why not make it so I can fit my combat bots for full dps, full tank, full recharge and a full boat of ewar???? That is in essence what just happened for the miners. You just allowed them to be as effective as they could possibly be with no consequences. How about you just scatter plasma and kernels on the ground? Rewards for no risk!!!!!


**Before all the whining about pve/pvp players wanting to ruin a miners experience-- I am a miner**


The one good side effect is that it might stimulate some more beta traffic for kernel gathering...

213

(22 replies, posted in General discussion)

Alas poor pelistial superior observer I knew him well......... fuuu

I miss them already.......

In before the I am quitting the game becuase my graphics card is 6 years old posts start......:fuuu:

Good change in my opinion.

Please post it all over the place including the login if possible or make it pop up every once in a while when you log in so you can minimize the number of rage posts from the people who don't ever look at the forums or blogs.

215

(22 replies, posted in General discussion)

REal miners don't need to piss.. It's the duece you have to drop that could be the killer! fuuu

216

(16 replies, posted in Balancing)

No offense folks but it just sounds like a bunch of people who decided to do the FOTM extension/toon/profession and now that it got hit with the nerf bat want to change.

Sometimes you win. Sometimes you lose.

217

(88 replies, posted in Balancing)

Last time I checked luanchers also needed next to zero accumulator to fire. This also gives green bots the advantage of not having to dump as many EP into the acc extensions as the other bots. The waspish and tyrannos bith get recharge bonuses for the acc as well.... So not only do you get weapons that use relatively 0 accumulater to fire you also get to more freely fit your bot to tank(not that you need to considering most green bots take advantage of LOS to keep npc from actually hitting them).

One little thought of advantage for the missle bots is that you are also able to last much longer against mobs/overseers that nuet and drain. You still get to fire!

All in all, I believe the balance is good considering the benefits that a green bot has versuses the drawbacks of not being able to quickly swap into a different race bot.

Refining Inc wrote:

And there is no abuse in running 8 or more alts at the same to gain an advantage as is fairly common now? :-)

Having alts, even if it is 8, in no way, shape or form constitutes abuse......

Giving away unique items or services for a refer a friend promo breaks the sandbox. No ifs, ands or buts about it. If you fail to see this then please go find a game where you can plug in your visa and buy everything you need......



*On a side note... If you truely enjoyed a game you wouldn't need to be bribed to recommend it.*

Refining Inc wrote:

I'm suggesting a dual-reward system that is not just NIC, but something "usable" regardless of level and obsession with the game. For instance, a simple NIC reward would not be as appealing to me as a mining booster reward; particularly because I spend a lot of time mining...

Similarly I imagine that for a combat oriented player, the issue is not just the NIC to replace robot and mods, but also the time spent gathering everything -- the special insurance policy is a significant time saver.

My preference is in-game reward, but free GTC could be a higher tier option after X referrals.... neat idea..

Ah yes!!! Let me refer myself so I can get a mining/combat bonus...... No abuse there.... wtf man......

That is no different then buying an advantage with $$$ as far as I am concerned.

220

(40 replies, posted in Balancing)

The answer is simple:

Use more cans!

Earlier today I pulled over 900U of Helio in 1 area. 650U within the radius of a single can. I was located within 300m of a TP on an alpha island.

Rarely do I need to use more then 2 cans to pull 700+U of helio from an area. You just have to find the dense areas just like you have to find the red tiles of ore.

In the amounts that helio is used when refining into commodities and then said commodities are used in production the weight is fine.

Been opening multiple folders in the corp storage. No issues for me.

* I just opened 8 different subfolders in lvl 1 storage as a test and no crash

222

(23 replies, posted in General discussion)

ElectroPulse wrote:

Ex-Eve player here, seeing how the game is... seems pretty cool after an evening of playing, but from what I've heard there aren't very many people playing...


Server population is a bit low at the moment however it will improve. The Devs have built what I consider a good foundation for this game and if they continue to change and listen to the player base the game will grow.

223

(19 replies, posted in General discussion)

Error wrote:

I've experienced exactly the same ... it's just horrible. Killing NPCs in numbers is now simply a pita. Nothing less. Really fun to catch your targets with a Mech/Hmech and running around some objects to get a free line of sight. Now imagine the moment when NPC E-War will work again ... sitting behind buildings/walls and jamming/surpressing you ...
For me it's the last nail in the coffin sad


Bye!

1 reason I can think of:

Long Range Med Lasers..... An Artemis cannot target at the range that is the optimal of long range med lasers without fitting a sensor amp. Prior to today my artemis pilot had to fit multiple sensor amps to get the range needed to use long range med lasers within falloff.

Not sure if this holds true with other race bots but now I can actually use long range weps without sacrificing a head slot.

225

(24 replies, posted in News and information)

ZUBO wrote:

Hmm i like most of it...but the HP increase of NPC-Mechs not only would have meant less plasma (what you covered) but also a 20%/25% reduction in droprates of anything else they drop: Modules, Ammo, the occasional Tx Item and most importantly...Kernels!

Now if the random spawns would have been "fixed" i wouldn't have said a word but there is no mention of that in the patchnotes, so why deliver yet another kernel nerf?

/me scratches his head

I did not see the word kernel anywhere in the patch notes..........

Just because a HP boost is put in doesn't mean that drop rates are reduced. Put on your big boy pants, man up and realize the Devs don't want you one shotting npc mechs. Oh noes!!!!  NPC farming has been too easy and will probably still be too easy. The dynamic spawns are just a small part of the fix for this. While I generally don't like seeing npc mechs go pop and then being replaced with tier 1 light bots it is a reality that I accept and grind through.