I suggest two new Extensions that should be considered.  These skills would be for market driven characters and I think would assist in moving stagnant sell orders from remote locations while encouraging game play on more of the map.

Current issues:
1.    If you gather resources at an area that does not have sufficient traffic, you will find the need to move your products to a high traffic area or to reduce the cost significantly to have your wares bought and transported from your location.
2.    If you are in need of resources and are in the market to purchase, you might find the goods you are after but due to the amount of time it takes to gather them from a distant outpost or an inability to have a skilled character to move such goods, you have to settle for your specific areas offerings or tediously move small quantities at a time.

Extensions tab: Finances

*Extensionl: Basic purchasing logistics (3ish)

Each level of skill grants a buyer 3k range for purchases to be delivered (an in game mechanic) up to 50U/per level per 6 hrs. with the time between purchases with the deliver feature reducing 1 hr. per skill level  – In Island only. There should be a delivery fee of 5% per delivery purchase but that diminishes at ½% per Basic purchasing logistics level.  So maxing the basics gives you a 0 fee for this skill path.  At level 10 a player could also enjoy the ability to have 10 logistic purchases in any 6 hour period.

Note: it could work like this.  The player buys 100U of (insert raw material here) from a station 6k away from the outpost that he is currently in.  He has the skill at 2 so it falls within the 3k x 2 skill formula.  He also falls into the maximum Volume of 50U per skill level as the buy with delivery is 100U maximum for his level.  The transaction is completed from his location and the goods are delivered to the station that he made the purchase from.  Now the delivery should be delayed the same amount of time that it would take for an average hauler to make the trip, let’s say 50kph x 6k distance in this case.  So the goods would show up in his hanger (again from a game mechanic) in 2 min.
At level 6 the advanced skill opens up

Extensions tab: Finances

*Extention: Advanced purchasing logistics (7ish). 

Allow for off island purchases to be delivered.  Volume per purchase continues to increases at 50U per purchase per skill level. The distance of purchase continues to increase at 3k per skill level and is calculated with real distances from terminals of purchase to terminal where goods are located.  The speed of the logistics between the terminals remains as basic.  So goods are somewhat delayed.

At level 10 the buyer unlocks Beta purchases.  He can then purchase from an alpha island to a beta terminal if the range equals his skill level.  Only at level 10 does the logistics skill allow for a Beta island purchase to take place off or onto a Beta Island.


Notes: 
*This skill set would allow gatherers to do so at more remote locations and still have the opportunity to sell their goods at a fair price. 
*This encourages players to spread out and use all the terminals as they can bring goods in to the desired location and not be penalized for spreading out by having to pay more for goods and charge less due to lack of interest in hauling items from remote locations. 
*The game needs a more vibrant market, and this could help stir interest in market movements and allow goods to move up and down more freely based on demand and not just their location.
*This also allows a player to move goods from or to a Beta island and opens up rare goods to the entire player base.

2

(68 replies, posted in General discussion)

Cobalt wrote:
Cobalt wrote:

Ressources localisation FTW.  I wonder why it was not implemented at the beginning. Its so obvious....

Some may say it could create lockdown situations where nobody could create anything, or even worst a single entity would access alone the whole panel of ressources.  I say -no way-

http://img197.imageshack.us/img197/8690 … cesmap.png

Something like this is a bit too much and not very balanced/tought out, but you got the point.

Imagine how much it would "dynamize" the market/professions/circulation of ressources and NIC.  And PVP. Cause with that, you not just kill some miner to disable ennemies produciton capacity.  You try to CONQUER land. You try to get the ore, because you can sell it much money if your the only producer. That make everyone angry against you, and coalitions are created just to stop the "specific ressource" lockdown. INCENTIVES to PVP. More than KB epeen and taunt in GC...  Maybe that would make the game enjoyable for more peoples. Or not tongue

I cant see the bad side of that but surely there is one, just enlighten me...

As you can see i even made a mini map thingy to show what you think your the first to come with. Its being monthes that we talk about ressources localisation... But you certainly know better, and your ideas are always fresh..

Cobalt I am very sorry I missed that thread!  That is exactly what I was thinking.  I try to stay up on topics but miss them from time to time.  Yes this will cause a "lockout" to minerals but I like it!  It creates movement in material prices, creates new friendships and adversaries, and best of all if horded it creates war!  Great map also.  I would add a bit more opportunity for other materials on each island, but I think you meant that in your post.  Just this one change would cause a dynamic for game play; a reason to log in and find a way to get what you need other than one throw away Terimis mining alt.

I will not argue on the dev point, we will just have to agree to disagree, but I ask you not to use kid gloves with them, it is not realistic and here is why.

When you charge for something you are receiving money for a product and therefore are taking on a responsibility to please your customers.  When you do this you pass the right of the customer to grade, judge, request, and at times demand product changes in content or quality.  This thread and many that have come before it show that the product that I am paying for, and have chosen to be a customer of is not up to the standards that I set (in this case a game for entertainment of which I can choose to spend my money on, or take it to another company that does meet my expectations as a customer). 

Take off the little kid pants and read into what I am saying when I tell the devs (my supplier) that they are NOT doing a good job.  That statement is saying to my supplier, like in real life, make the changes or I will find a new supplier.  This is how the business world works and just because this is a game does not change the customer/supplier dynamic that exists everywhere in life.

My comments are telling them, "I want to keep purchasing your product and I think that you can get thousands of others that will feel the same way if you use some sound judgment and stop screwing your customers over with bad decisions regarding the product that you are SELLING."

If that hurts someones feelings, then stay out of the business world.  That IS RL and applies to any goods or services that requires monetary exchange.  I am the customer, and I have standards.  They could be met but are not being met at this time.

sry for the wall of text but I am a business person and I sell goods to multi-million dollar clients everyday.  I will tell you a rl lesson that I hope will resinate with some.....it is better to have your customers tell you what you need to do to keep them, even if it hurts to hear it, then to have them just disapear!

3

(68 replies, posted in General discussion)

Hunter wrote:

This is the old story, that repeats long-long time:
1) Ppl ask DeV's to introduce new content.
2) New content introducing.
3) In the game appears some hardcore players who can use this content better than another players.
4) Another players got butthurt and go to cry about overpowered things and exploits.
5) Nerf and discontent of the hardcore players.
6) Leaving from the game.

Old hardcore players leaves because:
1) Too much times was nerfed their main goals, for which was spent REALLY A LOT OF TIME.
2) Even if already not nerfed, there is no certainty that tomorrow they not will be nerfed.
3) Politic bans.

In such sandboxes like perpetuum often global nerfes should not be. This is not CS or WOT. Each nerf puts cross on spent time of many ppl.

You really can't understand that nobody want's play game where whiners wins?..

once again. GTFO stupid whiners. You have that deserved.

wow, I would comment but once again you just want to attack players and not the game.  Why is there only 200 or less people playing this game?  Why are people that are playing making continual posts about what is wrong?  Hunter, I will let your post speak for itself and not toss jabs back at a defenseless opponent.

4

(68 replies, posted in General discussion)

Hunter wrote:
Takeo Prime wrote:

GIVE US A REASON TO PLAY!

Nerf ERP!!!

PS GTFO. You have that deserved.

Sigh Hunter, you have to join the personal attack posy when the thread was going so well.  So it is obvious that you fit point #4.

Not sure what you mean about Nerf ERP.  Must have been before me, and GTFO from the game or forums....not sure (like most of the time) what you mean. roll

5

(68 replies, posted in General discussion)

Most of the very insightful posters give great reasons for the stagnation of the game.  Bianary, cudoz for the well arrainged original post.

Like always, Ville and Cobalt only want to use a great post for personal troll slams, but that is expected.

I echo so may of the issues that have been raised.  Most of all;
1. There is not enough space to support a large player base.  When your enemy can come from his home to your door in less than 15 minutes, that is a problem in an MMO.  This should take a serious effort.
2. The entire content of Perp can be experienced in less than 6 months.  I would guess that this is a pretty fair estimation of a serious gamers time commitment to this product.
3. Development communication to the player base has gone from good, to around at times, to non-existent.
4. There is a large number of the player base that would rather dig at each other than try to make the game healthy.

New issue that I did not catch anyone note:
- resources should not be available in concentrated areas.  In rl, you don't find gold next to aluminium and on the same plane as coal.  Every island should have a critical resource that others need.  In stead of having every island possessing every material, limit one island to 2 -4 basic elements (DON'T make them random, that is lame and too much work).  The higher the chance of death, the more prevalent and valuable the material.

Example - The three interior Alpha islands are rich with Titan and 2 other materials.  External Alpha have a chance of those but have higher grade materials and a chance of one high end.  Beta islands have all the listed and Epi.  Gama has all the above and concentrated ores that produce multiples of the above with one field when refined.

A model like this makes it NECESSARY to gain and hold territory therefore, creating war along with loss and the need to purchase from the builders and carebears.  Having every island spawn the same resources gives NO incentive to accumulate any other areas or through politics, make alliances with people that have the goods you need.

The same is true of NPC's.  Green bots should be on green islands, dont mix them around.  Make groups go get the kernels they need and only have high level kernels on PVP islands.  Like was mentioned.....10X the space (at least) and stop dumbing down the game.  If you make an item necessary to go get, players will band together and go get it, even if it means loosing fights to do so.

If you force politics and or trade, you will boost the market and cause conflict because well.....it is an MMO and we all like to hate other players or groups.

If Ville has the island that produces the kernels I need and one ore that I have to have, but we don't like each other enough to buy and sell between us..... guess what, he will find Heavies on his island and we will work out the  managment of the resourses needed with gause guns and heavy lauchers!  He might need the the level 8 blue kernels that only spawn around my island, and you guessed, if he wants those, he will have to lock and load to come get them!

This is healthy and makes people want to log in! Your game is stuck in 2nd gear and doing 30kph, and "we have a need, a need for speed!"   Slam this baby into 3rd, 4th, and 5th gear already!  We don't need a game for 1st graders! GIVE US A REASON TO PLAY!

6

(41 replies, posted in Feature discussion and requests)

Cobalt wrote:
Takeo Prime wrote:

really hope that the core base of players in Perp dies with the game

Wishing peoples death about a game is really, really mature yes. Show us the right path mature one.

Takeo Prime wrote:

obviously confused and immature group of developers.

I know who you are Takeo. The one that criticize but never did something with his life?


Ok Cobalt, i will bite on your personal troll, but you are just the kind of person I was talking about.

I am 43, built a multi-million dollar personal sales business, have no personal rl enemies, lots of rl friends, play for fun because i can, and have posted many ideas that are both constructive and that praise the games potential (feel free to search them).  Just wish guys would stop taking areas to post ideas for helping the game along and make personal troll attacks.  I will stand behind the last 6 months of development stop/start/reverse/drop in too soon pattern to justify that the devs are not evil, just not displaying foresight or maturity on how others will act.  Prove me wrong.  The game still has a chance but we can just do the ostrich and put our heads in the sand while we toss attacks at each other, but I don't think that will improve anything.

Nice try though.

7

(89 replies, posted in Feature discussion and requests)

DEV Zoom wrote:

Okay this should be in the next blog, but I'm curious of what you think of the concept.

This was pretty much an epiphany today, because we were arguing about various reinforcement mechanics and complicated timers and whatnot.

The idea is pretty simple, and consists of two main concepts, without the need for arbitrary timers:
1. As long as there is any other building connected to your main terminal, the main terminal is invulnerable.
2. You can build and connect automatic repairers to every single building, which uses energy from the network.

This results in a double defense buffer: for one, as long as your energy reserves last, the most critical buildings are protected by the repairers (the repairers repair themselves too). And two, you do not have to worry that your main terminal with all your stuff gets blown up, because before that you'll be worried about all your reactors and facilities and everything else. Obviously this would also mean that the connections around your main terminal have to be the most well protected part of your base.

The system would ensure that the most extensive and well-thought-out networks would be the hardest to wipe out, and that the bigger it is, the safer you feel about storing your stuff there. However it also means a hard start because a lone terminal would be very vulnerable.

There are all kinds of other details like building HP and the speed of energy propagation through the network, but this is the basic premise of the idea. Now it's your turn to tell us why this wouldn't work.

If you are saying that the surrounding support building need to be brought down to 0 hp from attack, I think you are on to something.  They should be a chore to take all the way down and should have to be taken out in order, from farthest away and head to the center hub.  If you are saying that each one can be destroyed, then that will cause a chit storm to replace destroyed outbuildings.  Would be great to be able to repair them and not have to replace them if attacked.  One more thought, if you could defend with a smaller group (off TZ lets say) from a defensive structure (like a shielded hub structure) to slow the aggressor down (his prime TZ), then even small groups could mount a PVP atmosphere instead of docking or turtling up until the aggressor leaves.  This would give everyone something to do even if they are out numbered.

8

(41 replies, posted in Feature discussion and requests)

roll I am beginning to move away from the emotion of frustration, and really hope that the core base of players in Perp dies with the game.

I have never seen such a group of players so quick to take a great post and toss in troll digs to each other.  As GREAT as PERP COULD be, I am starting to think that the scum that has attached itself to the "beta Perp" that is will prevent it from really getting good.  You guys are pathetic.  If you want this potentially awesome game to grow and get a direction, stop your jabs and focus on being insightful for this obviously confused and immature group of developers.

This game needs its players to be as focused as the devs need to be just to survive.  Grow up and give good feedback if you even want this thing to live!

9

(15 replies, posted in Feature discussion and requests)

Tux wrote:

+100
Love the idea these bots should be tough to kill and hit hard. Would be cool to see a NPC that cant use ewar but is also immune to it as well a new MK2 Observer or something

yep, no doubt that the roamers of Gamma islands should be elite.  Besides that, those living on Gamma will need things to shoot at like NPCs because there are no players playing the game to target! hmm

10

(135 replies, posted in General discussion)

Arga wrote:

Tp's are just as important to intra-island travel as highways, they both need to be available.

I do believe however, that the inner tp's should be pbs structures, and the number deployed be limited to the number of outposts built.

So if you only have 1 outpost, you can only build 1 inner TP. Even though it's not connected to any other TP on the Island, it would still provide a destination point if you wanted to use a mobile TP.

But, if you build a second outpost, on the other side of the island, then you can connect the two by TP, of course there would be a distance limit to how close the TP could be to the outpost (but really you don't want it close anyway, or your enemy will drop right on you too).

Highway's would be the primary mode of patrolling and logistics, at least outbound, giving plenty of time on terrain.


+1 Arga, great tie in to travel vs. island use.  I like this A LOT!

11

(135 replies, posted in General discussion)

Celebro wrote:

I would rather wait, so they get it right or at least half right smile

Just remove impassible terrain, make bots run slower on these tiles, if they can make you run faster on highways, I guess shouldn't be too hard.

Edit: Random ore spawn solved, blocking access with terraforming solved, but there is probably something I have overlooked big_smile

remove impassable terrain?  So limit what you can build or terraform to the point of not really making it worth the time and NIC?  Why even move out there then?

Let the players build ultimate fortresses.  If they are impassable, so be it, don't go there.  They will have to deal with troublesome logistics a lot more than you will have to deal with it on an occasional roam.

12

(135 replies, posted in General discussion)

Celebro wrote:
Takeo Prime wrote:
Siddy wrote:

There might be easier way to piss on someones PBS, shell your neighbor with tokens of love fuuu

Regardless, the problem of taking out of entrenched positions might have crossed the devs minds once or twice. 
I would not be surprised that the long since forgotten artillery might finally find some use here.


I will raise mountains from the depths of the islands so far away from my PBS that your artillary will be way out of range.

Think it through all, now is the time to complain before the trenches are full of your t4 loot drops!

That's why I think dirt tiles should be the way to go, not unlimited npc buy order charges. DEVs could set a limited amount on each island, dirt haulers cant teleport out. Raising mountains is limited by height and should take months to complete.

There would be enough sand to play with but not to spam a whole island.

I see where you are going, but what happens when one group uses all the 'limits" of dirt movement then another group takes the island?  There is no more room to make changes?  Resets?  If resets, won't they "stage" the take over with an alt corp and get all the new limits?

You have to decide:  Let the players build what they want (sandbox) and not whine (wow that would be new) or limit them in such a way that nobody ever gets upset about what they build (theme park game).  I just wish the players would stop getting everything nerfed by whining and getting the Devs to retreat on an idea.  If you don't like what a group builds on a gama island, stay the f*&^k off it and leave them alone.

IMHO

13

(135 replies, posted in General discussion)

Siddy wrote:

There might be easier way to piss on someones PBS, shell your neighbor with tokens of love fuuu

Regardless, the problem of taking out of entrenched positions might have crossed the devs minds once or twice. 
I would not be surprised that the long since forgotten artillery might finally find some use here.


I will raise mountains from the depths of the islands so far away from my PBS that your artillary will be way out of range.

Think it through all, now is the time to complain before the trenches are full of your t4 loot drops!

14

(135 replies, posted in General discussion)

Love where they are going but come on now.  You all whined that walls made it too difficult to get around and was an unfair advantage to the ones living on it.  Now you are all whooping it up about the ability to make impassable terrain with raising ridges and mountains out of a flat meadow?

We will abuse this until you have one tile wide and 34,000 m to get to anywhere that we live.  Better start crying decay, or erosion or "hey we need a way to flatten that ridge even though we don't have a PBS on that island but we want to go shoot them!" now before "Switch back peak" and "caught you in the pit" are common features!

Because you are giving players a way to build fortress islands that are 10X easier to defend than walls that can be shot!

Think it through now, cuz we going to dig pits to bury roamers and travelers in!

15

(22 replies, posted in General discussion)

Obi Wan Kenobi wrote:
Takeo Prime wrote:

Bianary, please seriously believe me when I tell you that as long as I have been in the game and on the forum, and talked with those that have talked with you on TS...you are the laughing stock of the server.  Nobody has respect for your posts and at best you are thought of as the little troll pet of Perp.  Flame away little pet troll.....flame away! 

Now listen to what YOU typed..."I should have known?"  Even your ability told you that it was broken before it was used, and you point a finger at me?  What does this tell you about the future items for the game?  You, bottom of the barrel feel that new items are broken before they are introduced!  This speaks volumes about even your confidence in future releases....hence my issue with the development process that is sub-beta testing at best.  Troll away pet troll, troll away....

If I have hurt your feelings or upset you, perhaps you and Jas can hold hands on the little yellow bus on Monday and talk things out....

hmmm so you ran out of things to say on topic & now attack the person? poor form old boy. debating the man & not the subject just makes you look like a cry baby.

You have fallen for the troll.

Congratz.

My points have been clearly explained in this post with the expected toll comments that followed.  No denying the lack of foresight by the development team on many many attempts and no denying the pet trolls that roam the forums with nothing constructive to add, just looking for the attention they must have not received during their childhood.  Reading your comments puts you on the fence as far as I can see.  If you have something to add or deny, please state the development of the game that I have missed.  If you are just commenting for attention, then please take your seat on the little yellow bus with them.

16

(22 replies, posted in General discussion)

0110011100001111001010001 wrote:

I cant believe that you believe that you believe what your typing...really.  Look at yourself in the mirror.

Oh No's you called me a idiot over the Internets it must be true! 

"Instead of pointing the finger at the ones that should have enough foresight to see how something new would be used (failed again) they want to flame at other players. "

Really, if your THIS stupid, again you deserve what you got.  You basically USED a exploit of spamming, and then EXPECTED it NOT TO GET NERFED.

All I can say is...WTF REALLY?  WOW

GF HAVE FUN>

P.S. Yea I'm mad at your stupidity.  Really Mad.

Bianary, please seriously believe me when I tell you that as long as I have been in the game and on the forum, and talked with those that have talked with you on TS...you are the laughing stock of the server.  Nobody has respect for your posts and at best you are thought of as the little troll pet of Perp.  Flame away little pet troll.....flame away! 

Now listen to what YOU typed..."I should have known?"  Even your ability told you that it was broken before it was used, and you point a finger at me?  What does this tell you about the future items for the game?  You, bottom of the barrel feel that new items are broken before they are introduced!  This speaks volumes about even your confidence in future releases....hence my issue with the development process that is sub-beta testing at best.  Troll away pet troll, troll away....

If I have hurt your feelings or upset you, perhaps you and Jas can hold hands on the little yellow bus on Monday and talk things out....

17

(22 replies, posted in General discussion)

I was hoping to have this kind of response.  Dev's look at the mental average of the ones that responded, this is your client base.

Instead of pointing the finger at the ones that should have enough foresight to see how something new would be used (failed again) they want to flame at other players.  Just proves what I expected.  You think this is about walls, but it is so far from that.  It is about so many things that make a player want to play a particular game.  This one keeps shooting itself in the foot, and at the expense of the ones subscribing to it.

I do think you (development) have shown the inability to see how mechanics can be used and therefore introduce wild ideas with few limits, with the intent to change them or remove them soon after they are placed.  This is called beta, and the other games I am involved in that are in beta don't cost me anything to play.  You are at best, in a beta testing phase.

To those that want to point fingers and troll the bearer of bad news....Flame on!  I, like you, like the games potencial, but how many times must we take the 3 steps forward then two steps back to even make up any ground?

Again, please sell your product to a group that can give it direction.

18

(22 replies, posted in General discussion)

Not much to say but to say the same old thing....best game that COULD have been.  You have such a great opportunity to build a fantastic MMO but you allow so many things to stand in your way.  I can not figure out if your dev group lacks any ability to see how various tools would be used before you release them in the game, or if you just expect everyone that pays you every month to believe that "wow we didn't see that coming!  Guess we will just screw the ones that use what we come up with and see if they are full of forgiveness again."

Every time you bait players to think that you are going to make outer areas of the game (beta for now) worth living on and fighting for, you go and introduce mechanics that are in complete opposite from what you say you want to do.  I could list all that comes to mind, but I think you only need to look through the forums to see the disappointment in your players.  It is sad, you have the base to do so much.

This is not an "I am leaving so screw you," post.  It is a, "why do you think you are the lowest subscribed MMO available and have lost so many subscribers?" post.  The trolls will grab this and point fingers at whatever, but I challenge them not to point it right back at the development of the game.

I hope beyond all hope that you pull it together, but I doubt that you will.  I continue to run three accounts and will do so in blind determination that you create something special here.  I would ask you as professionally as possible to find a direction, to not let the trolls and whining make you change your vision every time you implement something, or that you sell your product to a mature group that will deliver on even a fraction of the potential of this game.

19

(15 replies, posted in Feature discussion and requests)

ahhh look how cute...a troll started post with a troll comment to follow just two later.  That is so cute, would be even sweeter if either could survive on Beta, but no!

20

(89 replies, posted in General discussion)

Ville wrote:

I want you to goto the Epi global market click 1 year span, and look at the amount traded and look for a nice blip smile

explained above. Anyone that thinks epi mining was a huge score during the 7 days walls were up is a fool.

those were filled sell order from epi mined without walls.  Those that mine the stuff have store houses.  I have 2 scarab loads of it and none of it was mined during the wall issue.

21

(89 replies, posted in General discussion)

Dazamin wrote:
Takeo Prime wrote:

Zoom,
You are going to get a vote of "no removal of walls" from those that did not use the toy you gave us to the full, and a vote of "refund and remove walls" from those that took YOUR tool and used it to the full.  Question is, who do you give the shaft too?  Do you disappoint a group that can put theirs back in less than two days or do you disappoint the groups that spent 7 days using the tool and then have those items decay to nothing in one month?

+1 reset to no walls, re-offer them under your new current mechanic and let people rethink, re-spend, and re-deploy the new product.


So, how much did you spend on walls???

I feel a troll coming on, but I will bite.  Personally I spent 120mill, our corp about 800 mill (estimate) and an alliance at least 2.3 Bill will both Kent and Dom.  This is not to even include the plasma bombs used to remove sloppy walls, spamming walls so Hokk residence couldn't block our road every day, and the 7 solid days of industrial work with the product that could have been spent earning wealth instead of spending it.

22

(89 replies, posted in General discussion)

Celebro wrote:
Lucius Marcellus wrote:
Arga wrote:

This had nothing to do with walls Lucius. That's all I can say though.

Edit: Add in the amount for wall growth charges, and you will get to the Billions numbers.

Okay, adding charges (715m NIC) and compiler modules (54m NIC) reaches grand total of 2.33Bn, which still on a server-wide scale is not that bad. Especially given all the epriton that was sold since...


Good point Lucius a lot of Epriton trade since walls where introduced, no one seems to complain about all the NIC they made mining in safety.

Don't kid yourself.  The ENTIRE Epi market was trashed by one player who did not mine one Epi since the walls as he was using the walls as soon as they came out.  He sold 1.5 bill worth of his epi as a lul to see if he could fill all buy orders.  None of the epi sold in volume over the last week has ANYTHING to do with current mining conditions or walls.  Devs can check seller to verify but they don't need too, I watched him do it!  Enough about epi.

Zoom,
You are going to get a vote of "no removal of walls" from those that did not use the toy you gave us to the full, and a vote of "refund and remove walls" from those that took YOUR tool and used it to the full.  Question is, who do you give the shaft too?  Do you disappoint a group that can put theirs back in less than two days or do you disappoint the groups that spent 7 days using the tool and then have those items decay to nothing in one month?

+1 reset to no walls, re-offer them under your new current mechanic and let people rethink, re-spend, and re-deploy the new product.

23

(89 replies, posted in General discussion)

DEV Zoom wrote:
Alexandra wrote:

Could you make this another none-targetable structure like the walls that effects all wall units within Wm and will repair X amount of damage every Y hours until Z amount of repairs are done. More walls = faster drain like you said. This also doesn't run the risk of repairing walls while your attacker attacks them.

The idea is to make reasonably short and plannable maintenance runs possible, where you simply go around your walls and drop the maintenance devices. I think your idea would be less clean, since it would be harder to figure out when you need to replace the repair structures, because the result would take a much longer time to be visible. Also we don't really want to give them a "buffer over a long time" function, that would be a bit overpowered again and we'd be basically back at square one.

Again your plans are so confusing..."we don't like all the walls that have appeared so we are going to ninja in a decay patch...oh that is not good...ok we will give you a new way to maintain the decaying walls so you can keep them?"

PLEASE STOP THE MADNESS.  Either hate them, remove and reimburse, or live with your decision to put them in the game in the first place.

You have way to much to be working on (as your game board is way too small) too be finding a whole new way to fix the fix, from a rushed product.  Pull the product, revamp, reimburse, and develop content that makes me want to continue subbing to your game that is at best still in Beta or possibly Alpha stages but still cost me rl money to test for you.

24

(89 replies, posted in General discussion)

DEV Zoom wrote:

Walls don't have an owner, so we can't simply reimburse those who ask for it. It would be only possible if we removed ALL deployed walls from every island, but I very much doubt everyone would agree with that.

Maintenance is now a massive time sink as well as a small NIC sink.

This is true, and we are currently working on an idea to reverse that ratio, making it more of a NIC sink and less of a time sink. The idea is a new deployable wall maintenance device, which will repair walls in a fixed radius. However the device can only repair a fixed amount of overall HP, so if there are many damaged walls in its effect radius, it will deplete its reserves faster and you will possibly need to deploy more of it to fully repair all the walls. The device will have a relatively short lifetime during which it performs its work, so it will only provide a lockable target for enemies for that time.

We will also make two other changes in the next patch affecting walls:
1. Interference emitter modules will have a LOS check for deployment.
2. Walls will only start to decay in their last few growth phases.

So your idea was crap, a huge NIC sink, and a total waste of time, so you are asking those that investing in your wall testing to spend more Nic on another one of your unproven "fixes" and to have faith that this new system, even though costing more resources, will fix your first fail......Please don't tell me that in rl you are involved in customer relations or product development!

Fail, fail, fail....pull the crap product from the map and start over.  This is the only way to remotely save face....again!

25

(89 replies, posted in General discussion)

DEV Zoom wrote:

Walls don't have an owner, so we can't simply reimburse those who ask for it. It would be only possible if we removed ALL deployed walls from every island, but I very much doubt everyone would agree with that.

I would like all walls removed, refunded, and let us build with the new mechanic in mind.

As far as I am concerned, the walls sold to me have been removed, and new decaying walls have been put in their place.  I would (reluctantly) give you the 100's of game hours wasted as a free science mouse tester, to get the failed product removed and start over with the new mechanics in mind.

I don't know if I should be praising you for putting new items into the game, or laughing at your inability to see how things will be used before you place them within the game structure.  Perhaps grab some of us and ask us how we will use "x" before you place "x" in the game and then say OMG did you see what they did with "X", we need to hurry up and replace it with "Y" !  I have to lean with angry laugh on this one!