It is bad enough standings affect things like refining and production efficiency. I could understand standing affecting things like operating cost of faction owned equipment any mission payouts, but there it should stop.

It is extremely bad game design to force missions on people in order for them to have access to major content like mk3 bots without making the sparks something that can be traded after earning them. For the same reason i think its bad so much loot drops from killing NPC, in that it competes with mining.

The core issue is, everything you do must be rewarding on its own and promote player interaction, and not something you are forced to, just to get to better content. Likewise it is silly to have to grind up standing to get better missions. If you are capable of doing level 6, the grind to get there is just not satisfying, nor fun, now is it?

So no, i strongly disagree and want to see standing have much LESS meaning! It would also make things easier to balance, focus on the fun of the activity and not on the career within the game.

2

(55 replies, posted in Feature discussion and requests)

It just occurred to me that a very old idea of mine, once voiced on IRC to a dev, might come in handy here. If one would like me, have Mk3 be specialists for either range or siege, then anything you do will cause balancing issues with existing roles. Like NPC farming or regular PVP.

A solution is to introduce a new type of siege weapon, that does focus on delivering a new damage type (phasing, whatever) at long range. Now allow those weapons only to fit into specialized slots and only allow them on Mk3 versions of bots.

This way you can balance very specifically their role in taking down structures from range. Either by manipulating the damage/range stats of the weapon/ammo or the defense of structures against that specific damage type.

3

(55 replies, posted in Feature discussion and requests)

First, thank you for the meaningful reply.

We disagree on some things here, and that is fine, lets see what else for feedback comes our way smile.

As for some current practices, I kind of dislike the ability for beacon pits trough terraforming and see it as an exploit. The reasoning behind this is that beacon difficulty cannot be balanced with both alpha, beta and gamma in mind at the same time. In order for them to be useful on alpha, they must be ridiculous easy on gamma in pits. A feature enhanced by higher dps mk3 bots. It doesn't really add risk in this setting but does makes the farming quicker. A solution would be to have the "teleport in" process work differently on gamma. Like bots teleporting at random locations in a range of 150m from the beacon. I certainly would not use the pits as a norm or basis for any balancing decision...balancing around "exploits" is ...bad?

As for bots being a clean slate, I think you underestimate how limited the options are given the slot layouts. It is not like in EVE where we have more slots and multiple modules doing the same thing, but with different fitting requirements. And even there they re balanced ships to become more role specialized. Granted eve has tons more ships then perp has bots. The most easy way to correct that is to have different role specific configurations of existing bots as that requires next to zero work.

4

(55 replies, posted in Feature discussion and requests)

Burial wrote:

Doubt it, otherwise you wouldn't think I want them to only be available to Gamma people.

Beta would be the only place where you could actually FARM them. Artifact part could be changed so you have chance to get them on Beta too. 3-stripe star beacons themselves are rare, and not locked to any island types.

I stopped reading after that.


You wrote (in case you forgot):

In an attept to attract even more attention to Beta islands, we figured best is to make MK3 Cortexes a rare drop from Beta Rank 5 NPCs and Beta Observers. We figured best is to not limit them to only beta and add them to 3-stripe Star Beacon loot tables too. The main point is that they should be very rare in all the cases.
MK3 CT-s should be acquirable as a rare drop from Beta NPCs and from Artifacting on Gammas. Again, they should be very rare!

If you had read my post and it consists of several aspects, not just the one you replied to, you would see my reasoning. Observers on gamma are farm-able and unless i am mistaken (always possible), they would be a good source for those beacons that ultimately drop the CT.

I also gave feedback on other aspects then availability. But you just can't take it and stop reading after a few lines just so you can post your reply without any content in it?

5

(55 replies, posted in Feature discussion and requests)

Burial wrote:

You didn't read my post at all right.. ?

I did in full!

6

(55 replies, posted in Feature discussion and requests)

Something being rare should not mean finding it is confined to areas under control of a very small amount of people, that will just unbalance things more. Specifically gamma, where bases keep the "natives" safe from having to deal with PVP and where observers are plentiful and easy to kill. It all sounds too self-serving.

Also, why should new content be restricted to a few "elites" being able to control supply? That would have NO value to the game whatsoever!

As for better mk3 seed mechanics:

1. Make it a very rare drop in artifact scanning on BETA, where everyone with balls can access it and still have to do some serious effort to find them.

2. Use the existing SAP mechanic. I don't like this option as it really is free candy. Tying even more game balance into the broken mechanics (my personal opinion)  of conquerable structures seems bad to me.

3. Make multiple mk2 CTs convertible to a Mk3 one.  But please make this vastly inferior to say the quality you get with artifact scanning. Exposed activity should be rewarded!


Now to the core of the idea, are the Mk3 bots as described desirable?

I think adding glass cannons just ads a ton of scenarios that scream exploit. It also promote blob fights where one side is sure to win regardless of tank and throw out possible interesting fights and tactics.

For PVE the whole proposal is bad, spawns that need little tank are so easy, the firepower would go to waste. And those that are hard, require the tank. A reverse proposal might work for PVE tho, more tank, less damage. Allowing players with less accounts then me to take on harder spawns, be it more time consuming.

A better idea would be to make mk3 speed and range specialists (detection + lock + optimal) with moderate dps, mediocre tank and very easily jammed and hurt by interference (to force use of more terrain in groups). Speed always gives nice tactics and range offers even more. My side intention with this is to make gamma bases that are bad or not defended easier to dispose off to make room for others.

This would also make them the ideal bots for scanning on beta. Good detection, fit a masking module and use the speed to find things of value.

The current bonus for armor nexus has issues, and the bonus itself is all but useless. One issue is that bots can end up with less armor then what they started with when a nexus module is turned on and subsequently turned off, without ever taking damage.

Changing the amount of armor on the fly is odd and leads to complex technical and design issues such as described above. It is better to change the amount of effective armor trough adding some resist points instead. This also has the desired effect of utilizing the diminishing returns mechanic baked into the armor resist calculation.

Thus it will not become overpowered and the number of scenarios where this nexus is useful increases.

As you most likely are aware, its not just field container performance (which happens in memory). It is also the individual storage of damaged modules in stations, which end up in the database in likely a not too efficient format.

Then there is the user experience factor and the likely extra client and/or network load.

It depends a bit on how its implemented. The absolute worst case scenario is that for every existing 100% health module, new inoperable/non-marketable modules with lower base mineral content are introduced to represent the damage levels.

The repair operation then needs to map each new module to the proper 100% health version by means of a mapping table or formula.

The original (?) one and a half year old idea is worded here (with some player comments for all to read):


http://forums.perpetuum-online.com/topi … lth-level/

Aidrian wrote:
Doek wrote:

Agreed, automatically stack a container's contents.

While we're at it, I'd replace the damage percentage on dropped modules with a fixed category (red, yellow, white - 25%, 50%, 75%) and have those stack (everywhere) too.


+100 great idea about the damage percentage.

I just happened to have created a topic for this as it's also one of my early day ideas...i bet there is still a thread burried deep somewhere smile. It's kind of obvious to do, and still highly desirable today. And it blends perfect with auto stacking in containers.

Found it, migtht be interesting so to read what was said then:

http://forums.perpetuum-online.com/topi … lth-level/

This is one of my very old idea's that never got any DEV feedback here and just became actual again due to automatic stacking of items in field containers (finally).

The goal is to not have a million separate damaged items but a few stacks neatly categorized. Instead of a few thousand items to keep track off, organize/sort and display, the number will be more like 50-70 in practice.

Do away with things like 88% damaged and 89% damaged for loot, reduce the variation to say three per module. This will not affect average mineral content from recycled loot if done right. You get:

DL-10 (damage level low, sum of these should equal current summed drop of health levels 90-90%)
DL-40 (damage level medium, sum of these should equal current summed drop of health levels 40-89%)
DL-90 (damage level high, sum of these should equal current summed drop of health levels 10-49%)

On the extreme (below 10% health) you can decide to drop them altogether or include those in the DL-90)

Having this system in place, doesn't alter game balance, but will improve performance, and the sanity of players.

There are two such .gbf files, what are they for (there are two and both rather large 1-2GiB in size)?

I can hear the CPU fan gear up to its maximum speed as I activate more harvesters.

15

(82 replies, posted in Testing server)

http://clip2net.com/s/1Utub

At this location and in that bot on Tellesis, I cannot move forward or left or reach any of the tiles in front by try and move around the hidden line blocking me. Both radar and passable terrain indicators show me I should be able to, just as experience on this familiar terrain tells me.

16

(17 replies, posted in General discussion)

In case of armor plates T2P is in fact very much the way to go, the weight savings are enormous and the build cost are quite reasonable, even for use in PVP. Profit can be made there no doubt!

Because T2P is a fitting and weight optimization of T1, you should focus on those modules that are used in PVP and weight a lot in T1. For PVE fitting and increased performance is the area to look into. Everything that people use on their logistic bots, tuners and weapon systems is what work well.

In my own case, for PVE combat I use T3P machine guns in combination with T4P tunings. This saves a lot of ammo for the firearms platform at only a modest decrease in DPS, which is compensated for mostly by the tunings. Other weapon systems might fair similar in combining tiers, I would need to investigate that first...

Oh and if you found you sold all shield hardeners in Tellesis.....me bad, just had 3 accounts slip into heavy mech and glider haulers smile.

Just an idea, partially ripped off DEV Zoom, problably.

How about the scoreboard motivation someone else mentioned? It sure should be possible to add those to cetrain classes of activities. One for PVP killing, one for NPC killing, one best syndicate agent (mission/event) related?

Every time some record is broken, have some sort of notification everyone knows. Likewise for NPC versus players, such as hardest HIT recorded, make them come alive a bit in this sense.

I am sure people will find gaping holes in what i just written, but try to plug those holes in your mind and picture if the outcome would be worth something to have please smile.

As for living on Nia in general, I never have the feeling I am in something that is a war zone. No aggressive NPCs anywhere, and warring NPC factions completely ignore each other when they do meet. Anything that can change this feel of the game would be a huge boost!

18

(27 replies, posted in Guides and Resources)

Annihilator wrote:

Since the increased requirements of chemo-ammos got removed some patches ago:

use chemoactive all time...

or use the repective ammo - i dunno how insipiration comes to that list, but it seems wrong to me:
- kinetic ammo vs. green bots,
- seismic ammo vs. yellow bots,
- thermal ammo vs. blue bots,
- chemo ammo vs. industrial bots

only in cases where the target has an universal hardener fitted that rule doesnt work. (note: npcs do not activate their hardeners)

I scanned all green and blue NPC for starters, found the common theme and then calculated their effective resists. Then i calculated the effective damage of all ammo and missiles in game on those resists.

Please realize that faction damage type specialization causes their respective ammo for that type to have higher base damage. This extra raw damage makes it better then chemical in certain situations. In the case of bullets however, the insane amount of raw damage of chemicals always wins (at the hefty price of a 50% drop in optimal range).

With hardening taken into account, each weapon class really has only two sane non-mission ammo types to use. The rest is sort of decoration with the exception of very rare specialized cases.

19

(27 replies, posted in Guides and Resources)

Baal wrote:

Great job with the guide Hunter! smile
To make it more complete, maybe a quick walkthruu of wich ammo to use when and against what factions could be good.
Keep up the good work!

The following list of ammo types to use against NPC spawns is based on their natural resists and most common armor hardening.

When shooting Yellow NPC, your best ammo choices are:

* Chemoactive missiles
* Thermal energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (20% less DPS then chemoactive bullets)

When shooting Green NPC, your best ammo choices are:

* Sonic missiles
* Chemoactive energy cells
* Chemoactive slugs
* Chemoactive bullets (-50% optimal)
* Armor-piercing bullets (27% less DPS then chemoactive bullets)

When shooting Blue NPC, your best ammo choices are:

* Chemoactive missiles
* Chemoactive energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (25% less DPS then chemoactive bullets)

When shooting Industrial NPC, your best ammo choices are:

* Sonic missiles
* Thermal energy cells
* Composite slugs
* Chemoactive bullets (-50% optimal)
* Composite bullets (22.5% less DPS then chemoactive bullets)

These advices are aimed for shooting mixtures of light up to heavy mechs (random spawns)!

20

(27 replies, posted in Guides and Resources)

Hunter wrote:

2Lemon - sure
2goffer - i doubd that range extendors is good for lights/assaults. guide for beginners.
2inspiration - you sure that it's really need for noobs?

In condensed form it is a good lesson why not to level up past 5 if you want to gain abilities fast. A picture visualizing this might work quite well. OR a statement that level 9 to 10 always takes 100 times longer then 0 to 1, with a notification of the sweet spot being 5.

You get the idea smile

21

(27 replies, posted in Guides and Resources)

You can also prepare new players get a grip on the cost of leveling up.
Recently I did some checking and came to this (please verify):

For a rank 1, going form level 0 to level   1 costs   1 hours (60 EP)
For a rank 1, going form level 1 to level   2 costs   2 hours
For a rank 1, going form level 2 to level   3 costs   3 hours
For a rank 1, going form level 3 to level   4 costs   4 hours
For a rank 1, going form level 4 to level   5 costs   5 hours
For a rank 1, going form level 5 to level   6 costs  12 hours
For a rank 1, going form level 6 to level   7 costs  21 hours
For a rank 1, going form level 7 to level   8 costs  32 hours
For a rank 1, going form level 8 to level   9 costs  45 hours
For a rank 1, going form level 9 to level 10 costs 100 hours

And for a Rank N extension, multiply this by the rank!

Note how nonlinear the cost of leveling up increases after level 5!

22

(89 replies, posted in General discussion)

Mixed feelings:

* Yes more players would be good and this is one method in a world of free to play games;
* No, because of the obvious meta gaming issues;

In the end you need to have a game with content people are willing to pay for, or else it will never be sustainable. A large non paying population does not just add "cannon fodder" content so to speak. It also brings with it costs, both in and out of game, such as:

* Increased server load;
* More operational costs, think not of bandwidth per see, but also GM support hours!
* Competition to resources, like: dozens of non-paying miners scraping every last bit of ore from the most convenient mining spots, leaving paying dedicated miners leave in disgust. Or NPC spawns where they only game in town is to lock faster then anything else (we all hated that, right?).

In the end it is a cost/benefit analysis and for now I don't think it will fix anything, but does bring some unwanted pains and overhead.

23

(33 replies, posted in Feature discussion and requests)

+1

Also a simple range filter on which members in (permanent) squad are displayed is useful, else things get clogged with irrelevant information.

0110011100001111001010001 wrote:
Angelwing wrote:
Cobalt wrote:

Now with the numbers (all have been rounded like the game client does (i hope):

GROPHO MK2:

cycle time = 4,38 sec ; dmg modifier = 343,35% ; ammo 80 pts dmg ; crit 30% (+22,5% dmg)
DPS = 76,82 per module


MESMER MK2:

cycle time = 4,5 sec ; dmg modifier = 862.38% ; ammo 48 pts dmg ; crit 30% (+22,5% dmg)
DPS = 112,69 per module


SETH MK2:

cycle time = 2,5 sec ; dmg modifier = 446,36% ; ammo 48 pts dmg ; crit 40% (+30% dmg)
DPS = 111,41 per module

GROPHO MK2:
80 * 3.4335 / 4.28 * (  (0.1 + 6*.03 + 0.02) * 1.75 + 0.7 ) = 78.62

MESMER MK2:
48 * 8.6238 / 4.4 * (  (0.1 + 5*.03 + 0.02) * 1.75 + 0.73 ) = 113.13

SETH MK2:
48 * 4.4636 / 2.44 * (  (0.2 + 6*.03 + 0.02) * 1.75 + 0.6 ) = 114.15

Hm, this shows a lot, it looks to me that green DPS needs a buff somewhere between 10 and 20 percent.

Blue needs something done to it as any Seth Mk2 vs Any Mesmer Mk2, the seth will come out on top, and it seems to have the higher DPS, something needs to be addressed.

Same thing with Kain V. Arty.

Discuss.

It is still an apples to oranges comparison in the end (not meant this in a trolling way). These different faction weapon systems have different optimal/falloff ranges and different restrictions on when a weapon hits or not (missile/LOS) and for how much % of maximum damage. Even the before mentioned volley damage and accumulator use play an important role in a balance discussion.

This really means each factions mech ends up having different tactical specialties and that in turn means comparing them on just one, namely pure raw optimum dps is no valid method to draw conclusions about what needs a buff or not.

Important is if they each can successfully function in their more or less obvious roles. Obvious being based on weapon systems and bonuses/mechanics.

I would like PVE incursions, as after all we took these islands from the NPC to begin with. It is reasonable they will do some coordinated effort to get it back from us with sometimes limited success. Also, the back story needs more depth and current developments with tie-ins in the actual game in some form. There was a war going on before we arrived, but I see no sign of anything of it. Shifts in power outside the colonized/infected islands should bleed trough and affect NPC on all islands.

As for direct content, scouting missions using special mission teleport beacons to NPC inhabited islands to gather war intel and such would be nice. No way back, just Intel and scans in some missions (you loose your bot guaranteed!)

And rare, insanely strong NPCs that really require a group effort to bring down, but are worth a couple of failed attempts.