201

(217 replies, posted in General discussion)

Putting aside the incredibly trollesque, lying and for some reason bitter post by Jelan, the thing about intrusions is that its a game mechanic introduced by the developers and tuned by the developers as they see fiit rather than self regulating. GIGO.

Player built stations, fueled shields and similar, and less of this artificial themeparkesque stuff.

202

(9 replies, posted in Balancing)

Mara Kaid Pirate of Nia wrote:

Hunter, play game, you get good fights. We just had good fight vs chaos at uria. great job fighting. Don't zerg up, makes combat more fun.

As hunter says: Jackal wars 2.0

203

(217 replies, posted in General discussion)

Mara Kaid Pirate of Nia wrote:
BandwagonX9000 wrote:

I believe the system is perfect as it is, after all the devs gave us what we wanted. I'm particularly fond of the 1 hour waiting times that let you bond with other corp members

Your group wants 5+ stations, you're going to get a lot of bonding time. Blame it on your leaders not on the developers. The new system attempts  to limit an alliance's appetite. Well so far it seems to be working... still need more time.

What? Blame? I LOVE IT!

It's perfect. It will soon produce reams of people who prefer to go stomp on other people's sandcastles rather than build their own. If it was on my hands I'd reduce the SAP cycle to 4h and then sit down and watch the tears flow. Unintended consequences are fun.

204

(217 replies, posted in General discussion)

I believe the system is perfect as it is, after all the devs gave us what we wanted. I'm particularly fond of the 1 hour waiting times that let you bond with other corp members huddled around the SAPs, the awesome SAP schedules that are so well balanced with current population count, or the destruction SAP that blows up when an assault sneezes at it.

After all the devs know how the game should be played, and its mostly all of us who want to actually build stuff in beta the ones that are playing wrong, paraphrasing Dev Zoom.

205

(141 replies, posted in General discussion)

Here's another perspective on Lolsbanistan, my first and last video. I was actually planning on deleting this but, hell, perhaps it should open someone eyes.

http://www.youtube.com/watch?v=TDSgy4NH3tY

http://www.youtube.com/watch?v=vXBXAWRHGdQ

206

(31 replies, posted in General discussion)

Here's what I'm reading:

* Patch forces people to back up their words and posturing? Blame Devs rather than reorganize.

* SovNov keeps working together as a team? Blame SovNov for not being fail rather than reorganize.

* SovNov keeps stockpiling up bots and modules? Blame SovNov for not being self serving capitalists rather than reorganize.

Have problem? Blame someone, stick on course!

Allmiel wrote:

Why not give players chance to modify game textures like in Minecraft or Bethesda games? We create better textures and devs can focus on new stuff.

I'd rather them give us a way to build our own UI.

208

(65 replies, posted in Balancing)

Annihilator wrote:

Active Armor tanking works with only one faction: blue, because they have repair bonus

Blue is the kinda half *** faction tanking wise.

Arga wrote:

I still don't see the insane advantage. If you own the lvl 2 refining outpost, you can remote buy raw mats from the main terminal; saves the trouble of hauling it. But you still have to haul the commodities to the lvl 2 factory.

It is not you who has to see it as a significant advantage...

So how long do you think it will take for one of the beta corps to go grab the alpha terminals? You know, the ones you say you can't compete against?

And if you think you can restrict alpha terminals to those corps that don't have outposts in alpha, that's easily solvable specially since there's no in game alliance mechanisms to identify corps in beta alliances.

If alpha outposts give any kind of benefit you will get pushed out of them.

211

(4 replies, posted in Q & A)

DEV BoyC wrote:

Also the draw distance setting is value should be set to middle or lower on most configurations, the two options above the middle one should be called "overkill" and "insane" smile

And here I was hoping to go even more insane... big_smile

212

(3 replies, posted in Feature discussion and requests)

There's other people (me at least) hoping to have some API to build stuff.

213

(7 replies, posted in Feature discussion and requests)

Can we have a key that toggles the visible status of everything, but that still allows to toggle labels independently? It'd be great for recording.

214

(27 replies, posted in Feature discussion and requests)

You do not change game mechanics to fit lore. You change lore to fit game mechanics.

I do support this request, but with the grace time only being 1 week. For the record I'm not interested in using it.

216

(4 replies, posted in Feature discussion and requests)

Can we have coordinates in killmails? It'd make possible to build an animated map of the action and hotspots, which in effect is more eyecandy to show people thinking about joining.

217

(13 replies, posted in General discussion)

Legal? What did I miss?

Fit one module and automatically invalidate how many of my skillpoints? roll

So with 3 modules and 1 year worth of specialization you can statistically only shut down 1 single mech, and not much else? And you you have a problem with that?

If it were for the people that don't do ECM they'd nerf it to down to where it's just a irrelevant nuisance. How dare EW platforms be effective? The only force multipliers that should be in game is the More Heavies!

220

(100 replies, posted in Balancing)

Trap Card wrote:
Kciredor Nov wrote:

I can't imagine a world that is made up of all islands.


You obviously haven't read enough science fiction.

Or even real science.

The other day scientists discovered a star made entirely of diamond.

Or played enough Civilization or Alpha Centauri big_smile

221

(69 replies, posted in General discussion)

Mark Zima wrote:

Thanks for the summary!

Zombiepilot is NOT completed. It works extremely bad.

Zombie pilot was supposed to just lurch ahead. Compare that with what we currently have. The autopilot does have a few buggy cases tho.

222

(39 replies, posted in Feature discussion and requests)

I don't how industry works here beyond what I barely remember from the tutorial but in eve there were research corporations that copied/researched BPs for customers. Can't some carebear corp do the same for CTs here?

223

(10 replies, posted in Bugs)

Sometimes it crashes, sometimes it does not.

224

(118 replies, posted in Balancing)

Arga wrote:

Light - assualt - mech - Heavy mech

This is NOT a progression path, there are no vertical progressions in Perpetuum.

The build and ep costs in subsystem/control seem to be implying currently it actually IS a progression path for some roles.

225

(50 replies, posted in Balancing)

There's people who farm rats for profit and they want things as constant as possible to reduce hassles. They will complain about tediousness but stick at it since they are a means to an end.

There's people who kill rats for entertainment. They want variety, fun. They will eventually complain about tediousness and won't stick at them because they are the end on themselves.

If you fully satisfy one group you will dissatisfy the other. Same with missions. You can add as much variety as you want but eventually they will repeat themselves too much to bore the second group, faster than you can add content, and they will complain about having nothing to do. And then you have both groups complaining. How much mission variety has That Game? Wooo Worlds Collide again!

Also, averages mean nothing without the median and/or the standard deviation. And we players like to complain tongue