Seems odd you can't drop stuff from cargo to the ground. Just squeeze it out whatever hole it came into. yikes

As for deployable cans, maybe it would be enough if you could repack and redeploy the same container? (After it's emptied, of course.)

77

(57 replies, posted in Balancing)

Rico Rage wrote:

It's not as if they can jump into beta without being blown up by 20 heavy mechs in their light bot and then have certain people acting all badass in general chat about it.

lol They absolutely can! Maybe not solo, but people should just find a corp and make the leap. As in EVE, Beta isn't actually that dangerous to live in once you're there with a friendly corp or two around you. Even as a visitor to hostile islands, it's not that bad once you get the hang of it. There just aren't that many people on them.

Rico Rage wrote:

This game needs more PvE players to grow the playerbase. You can't expect to funnel them all into beta this early in the game's life, there are simply too many wowbears running around in MMO's these days. A large number of EVE players just stick to high sec all their lives, I believe this should be an option in Perpetuum as well, regardless of how much I dislike it.

If you legitimize risk-averse play as its own category (as opposed to letting it exist as a less-optimal style) a dual community evolves (as in EVE). PvEers will always be asking for more dynamic, exciting, and unpredictable content, essentially demanding that the devs recreate via AI something that already exists in PvP. It's never quite as good, though, and takes resources better spent on gameplay, interface, and graphics improvements. Best to just push people over the hump and show them it's no worse to lose your bot to a human than an AI.

I'm still totally okay with PvE content, just not separate from the open PvP. Missions as the main source of top-tier ammo is acceptable to me under those conditions, but not on Alpha (fine for them to get basic ammo via missions). The best stuff should always be Beta-sourced only. And I say that as someone who's (currently) an Alpha2 dweller.

Takeo Prime wrote:

Proposal

Could be fun. And would probably make a decent XBox Live game. Not so much for persistent MMOGs, I don't think:
- Would feel very artificial since it has well-defined, static stages and predictable progression.
- No real effect on the game world, calling into question any claims made by the game that you're "rebelling" or something.
- Is anti-MMO due to instancing. By disconnecting from the game world, you severely limit the possibilities for dynamic interaction and emergent behaviour. It's a theme park move.

The PvE/PvP mix is fantastic, though.

In an MMOG system, you want something where the rules are simple but vague, and the goal open to interpretation. This lets players approach challenges in surprising and creative ways, and interfere with each other in equally surprising and creative ways. Two mandatory components of that (IMO) are (1) no separation of PvE and PvP, (2) and no arenas.

Johnny EvilGuy wrote:

Of course PvP is weak at the moment.  It's weak because it has somewhat limited appeal.  (see above, think empty nullsec)  That's probably not going to really change much as alpha-huggers will far outnumber beta residents if the player distribution in other games is an example of the general MMO population distribution.  I assert that such is the case.

For this reason, I really really wish AC would take a hard line on the boundaries of Alpha. Explicitly define them as newbie zones and not just safe zones. Then it's perfectly natural for things to be much better and more developed in Beta (which would be explicitly defined as Perpetuum proper) and the playerbase would evolve to suit that reality. Alpha zones can remain tiny (I'd prefer that even Alpha 2s become Beta) since it is expected by everyone that they're only there to let the nubs read 2 words of a tutorial w/o dying to a kaneswarm, not to provide a permanent home for the risk-averse.

I realize throwing anti-PvP types a bone will probably mean more subs, but it will forever play a huge part in determining the character of the game and player distribution (for both, see EVE).

That's not to say there should be no PvE, just no PvE without the ever-present risk of PvP. That right there cranks up the challenge and intensity of farming even the weakest spawns.

Syndic wrote:

My pet peeve with PVE content is that its only fun to beat the script so many times before it turns into "hey lets go farm <insert gear/kernel/x>".

Very much agreed. It is possible to script something that simply cannot be beaten by players, though. If the proposed islands involved a constantly increasing opposition, such that any player force would eventually be driven off, then time spent farming would always be dependent on skill rather than one's tolerance for boredom.

Johnny EvilGuy wrote:

Many MMO activities are mindlessly repetitive.

I honestly think the peacenicks of the MMO community are what make this the case. There are always a significant group who claim to hate it that they can't mine safely or that unpredictable spawns will freak out the newbies and scare them off. But it's exactly the totally safe stuff that gets boring. Absolutely everything needs to be dangerous and/or challenging or people get bored. It can be done, but a few tenacious paradigms need to be dropped: stuff like "click here, receive ore" and "farm lvl1 mobs, buy bigger gun, farm lvl2 mobs". I don't think anyone actually likes that stuff, but it's been stuck in the genre since at least Ultima.

Johnny EvilGuy wrote:

These sorts of games are a lot more about what the players are providing one another within the framework that the developers create than they are about relying exclusively on the framework itself to provide amusement.

This is true. But that framework still has to support interesting in-game experiences. And I don't think PvP should be the only place where the fun, the interaction, and the gameplay are the same thing. That's how it seems to me at the moment, though.

I could easily do without complex, dynamic AI if the NPCs at least appeared slightly rational. Where they are and how they're fit makes zero sense in the current setup, though. The bot lore makes these guys sound like they're part of a shockingly advanced society, but the reality is they just gather in small groups and walk in circles. They aren't dumb wild boars, though. If there are mining bots, they should be where mining can actually happen and actually mining. If there are haulers, they should be travelling between places to haul from and to. If there are combat bots, they should be guarding plant/mineral patches, escorting non-combats, or generally roaming. These can be just as static as existing spawns, they're just in far more rational places.

Arga wrote:

Devs can't balance the same PVE content for both solo and group play, they just have to present it in the proper areas and let the players complain. Or just water down the content and the reward to the easiest level and again let the players complain.

This is the main problem with the themepark approach. At some point, the devs will just have to draw a line in the sand for "traditional" MMOGamers and say, "Whatever you think an MMOG should be, this is what PO is. Now stuff your cliched quest and loot table paradigms and let us build our game."

82

(57 replies, posted in Balancing)

Rico Rage wrote:

Well the thing is, you want missions to give unique rewards that other activities/professions do not give you. The reason being that it needs to provide an incentive for players to do them, rather than farming mobs.

I tend to think that if the incentive is anything other than "it's fun" the game is broken in that respect. Bad rewards can certainly be a valid disincentive. But if the activity isn't fun in itself, it's not fixed by making it more lucrative.

Arga wrote:

Valid points

The whole "corp internal market is overpowered" thing does seem to turn a lot of simple solutions into a massive boost for large beta corps. I hate to have grinding of any kind be the sole source of something in a game like this, though. Either way, alpha players simply should find that the best stuff is inaccessible or significantly harder to get. Beta represents the core concept of PO, with its claim to be "open PvP", so anything that gives players a reason to move outside the newbie zones is a Good Thing(tm).

Arga wrote:

Things and such

Good points.

There is the possibility that the end result would be much cheaper bots and equipment, resulting in a reduced cost to PvP, increased acceptance of silly losses, and thus more PvP overall. That this might be limited to the largest corps is problematic.

Also, PvPers still have to find ways to fund themselves. It's at least as likely that these islands would replace time spent farming lesser NPCs and artifacting. Most PvPers will PvP as often as they can afford to, regardless of how challenging PvE options are. I'd wager the added variety is a net benefit, even if some do reduce their PvP time.

Edit:

Kamikazie wrote:

Who says were scared of that. Have you been to a beta lately. Observers are roaving around in packs as well as top tier roaming spawns.

The tone of the post seemed to emphasize the danger and risk of the proposed islands, enough that the best approach would be smash and grab as opposed to establishing an extended presence. So if you're not scared of the exact proposal, boost the difficulty until you are. And by "scared" I just mean that anyone would really want to take time and prepare for an excursion, that costly losses would be guaranteed. But naturally the benefits would be worthwhile, and mitigating those losses would significantly boost the upsides.

Annihilator wrote:

same topic content as the "weather effects" topic...

Ahh... Didn't think to check for weather specifically. Searched for all kinds of other stuff before posting, though. v0v

Rico Rage wrote:

+Over9000

big_smile Thanks!

I should also point out that there's no obvious reason something like this needs to be done all at once as part of a gigantic superpatch. I'd be more than happy to see them arrive piecemeal if that makes it feasible. I.e. Simple stuff (static gas clouds) to start, complex stuff (dynamic weather) when resources allow.

A smartphone app to tell your bot to move to the next plant, maybe? Or some kind of handy computer program that automates the whole mining/harvesting process! big_smile

Seriously though, I'd feel okay allowing the cargo icon to blink or something. But if you don't actually like resource gathering (evidence: you're not paying enough attention to notice your cargo's full and your bot's no longer harvesting) might I suggest resetting and rolling another type of character? Honest suggestion, not trollin'

Alternatively: ask for or propose a mechanic that makes mining exciting and fun, and not just a decent way to acquire NIC.

Good stuff. I might change a few things due to personal taste, but I'm very in favour of there always being parts of Nia that even the best players and biggest corps are terrified of. And when those are finally conquered and tamed, we should find that they lead to even scarier places.

88

(57 replies, posted in Balancing)

Frankly, I think the rep/assignment aspect of ammo should just be done away with, at least as the sole source of advanced ammo. As a nice side bonus, fine. But there's no reason it shouldn't be available to player industry. After all, I doubt volcano charges are more technically complex than a T4 remote repair. And certainly fancy ammo should be more expensive and harder to build, just not completely inaccessible to indies.

A little more chaos on Nia would be a lovely thing. Keeps things interesting and exciting, dynamic and challenging. I propose that the planet itself become an active participant in Perpetuum. And to that end, environmental damage/effects!

Possible forms: gas clouds, dangerous weather, unstable terrain, lava/acid pools, meteor showers
Possible effects: damage (over time, instantaneous, type-specific or universal, etc.), reduced stats (slower movement, reduced accuracy, lower resistances), electronic (EW-like effects, temporary bot shutdown, loss of bot control).

Events could be local, permanent features (gas clouds, acid pools) or temporary (weather, meteor shower). Effects would be guessable based on the event: lightning is instant damage plus EWar effects, gas cloud is constant low-mid dps chemical damage, lava pools are constant high-dps thermal plus demob (perhaps low-dps with no demob if just nearby).

Perhaps cover could be sought from some events. Maybe being near a tree/building keeps you safe from lightning. Being under cover saves from corrosive rain. Shields help against some, but not others.

Benefits include:
More interesting and engaging world in general. More features with which to differentiate islands: maybe some tend to have acid pools, others bad weather. More variety for PvE players: artifacts might be in gas clouds, meteor strikes create patches of valuable minerals. More tactical options: a shortcut is faster but leaves you damaged, try to push/lead enemies into dangerous spots. PvP shakeups: "we were totally winning, but then a tornado hit and took out some of the light bots!"

I'm not proposing any balance guidelines. I just hold it obvious that the end result must be fun, interesting, and not to anyone's overall advantage.

Thanks for reading!

I prefer the variety, but I agree that the game tends to look much better during the day. What I'd like to see is an improvement to the other times. More spectacular sunrises/sets, and much more interesting night lighting. In "rural" areas: brighter stars, brighter moonlight, and have glowy plants actually cast light on the ground and nearby objects. In "urban" areas: signal lights at high points of major buildings, floodlighting for highways and major open spaces (arena-like spots and around terminals/teleports). Lights for bots would be cool, too (on/off switch, ofc): general blinky bits, and maybe a spotlight that aims with the camera.

Basically, the problem with the dark times is that they're just plain old dark, not interesting dark.

Mark Zima wrote:

The thing is, challenging PvE only works when death is cheap. Otherwise you get a lot of dissatisfied players quickly.

Expensive death only demands that you be a little more careful. I wouldn't suggest that it necessarily be super hard, just that it be unpredictable. Knowing exactly which spots are safe and which aren't, or being able to recite the exact tank/DPS stats and fitting for a given NPC: that gets boring fast, especially when all the data tables are put online and even the thrill of figuring it out is gone. Satisfaction comes from overcoming challenges.

NPCs in PO are less than lemmings atm. They don't appear to have any motivation at all. Why is there always an EWar detachment sitting in the bottom of that pit? Why aren't that group of arganos actually mining anything? Where to their replacements even come from?

NPCs should act both individually and collectively to react to both the individual and collective actions of players. E.g. is a group of NPCs constantly farmed? NPCs respond by relocating or reinforcing.

Arga wrote:

Although I'm somewhat confused about what the acutal issue here may be. If trial accounts are running missions, they are getting 2 direct income sources, Reward/Plasma and faction ammo.

Could be they're coming from games that either have unlimited ammo, sufficient free ammo, or melee weapons. Just having to pay for ammo at all might be their complaint. Best to tell them it just works differently here: factor ammo cost into the worth of an activity and whether alpha or ROF is the better place for your EP.

More syndicate variants in general is probably a good idea to help the newest players along.

The ammo issue is best solved with a combo of helping indies reduce prices and dropping trial restrictions. Having to stop after 14 days is a big enough limitation.

Getting a certain amount of your choice of basic ammo when you take an assignment might work, too. But lvl 0-1 missions only, I'd think.

Option to display not just in NIC, but in "thousands of NIC" and "millions of NIC" for whenever you're working only with higher-value stuff. Set your own decimal place.

i.e. 2500000 NIC = 2500 KNIC = 2.5 MNIC

The best PvE would be AI that act like players:

  • They act in rational (but not necessarily predictable) fashion. Escorted convoys travelling between destinations, miners and harvesters are actually gathering from actual sources, combat NPCs don't have set spawn points but react to player activity.

  • Combat AI are smarter and craftier. They press you and chase you until you're dead if they can catch you, they give up if they can't*. They run or call in reinforcements if they're losing. They stage ambushes on vulnerable-looking players.

No warnings for big spawns. No "safe" spots, especially in Alpha2. Drop the average difficulty of the NPCs near newbie spots if needed. Content of groups would vary wildly (singles to large swarms), adjusted for fun/balance. Every player should be at least a little bit afraid at all times.

*"Training" is avoided, because the NPCs will only chase a player that they can actually catch and kill. This is not based on the speed the player pretends to move (reduced throttle or whatever), or the firepower they pretend to have, but what their bot is actually capable of.

96

(131 replies, posted in General discussion)

Syndic wrote:

Make an alt, join a corp, buy stuff from that corp. Problem solved, and the best part is rates are usually somewhat better then the normal market. Win-win situation. lol

Exactly. Only a matter of time before leeches and turncoats even things out. Capitalism doesn't work without cheats and liars, anyway. We will have our open market. big_smile

97

(41 replies, posted in Services and Discussion)

If you're undercut by .01NIC, then you were overpriced by 0.01NIC. Stop tryin' to rip everyone off!

:facepalm: ahahahaha

Must've had this open from a search, but alongside some new posts or something. Totally unintentional zombification! Glad you're all making good use of it, though cool but sorry if this sort of thing pisses you off big_smile

Actual content:
My expectation is that we'll hit an equilibrium point somewhere down the line as older players start leaving. A newbie then shouldn't feel so much that they're jumping into a game full of functionally maxed-out players and have six months of waiting to become "viable". As long as the Devs plan out the full player development arc properly, it will be fun the whole way through, with variety both along a main training trunk and in a few nearby branches.

The hardest part by far (and EVE did fantastic up to this point, IMO) is during the training end-game, where people are spending ages training for boosts they'll barely notice. PO has to be deep enough at the raw gameplay level to remain exciting and fun even when the anticipation of advancement is gone.

So the aim is the whole package. Noob to pro, there has to be something fun to do. Some people just will not be satisfied until they're maxed out. But fixed progression isn't for them, tbh.

A) Can those of us who still have their original free reset be given the ability to use it without destroying our characters, then? That or even a couple days of being allowed to shift EP as per the new system.

B) EVE got me used to having spent training time fluctuate in value as game rules and item properties shifted, so I'm fine with not getting any reimbursements for mere rule changes. But it's a bit mad to announce to all your vets (and slightly-older-than-new players) about an "awesome" new skill adjustment system that they can't benefit from at all.

100

(18 replies, posted in Feature discussion and requests)

I'd be okay with a radar-only cloak that can operate only while standing still. So, hidden to radar but not actually invisible (hide in the bushes!). And disabled completely if you start moving at all. Could be used in addition to maskers, but no additional masking from the cloak itself.