1

(64 replies, posted in General discussion)

Jack Jombardo wrote:
RedKGB wrote:

As a carebear, I would like the greater risk of beta to have a greater reward. My only reward for beta is epi, and thats only if we have 5 guys watching gates. The reward at this time does not out wiegh the risk.

I understand and except this point.

But what will change with all the sugested idears for you as carebear? And how do they effect the defending army? Do you need less people to protect you then? Can you stop guarding the teleporters?

Higher rewards -> more people want it
more people -> you need a bigger protection Army
more overall Beta population -> ganging squads smell more easy targets
more easy targets -> more ganing squads
more ganing squads -> you need a even bigger defending army

Risk is allways to die ... it's just the question: how often do you die?

With more ganing squads you will reach the point, where rewards are to low AGAIN very soon.



Again: how will this sugested changes do any good for carebears on Beta?
Don't they just bring more easy targets to ganging squads?


PS: here are my sugestions:
- first get right of this damn Corp-Only-Market to revive the free Market
- wait for the Terminal/Sov Changes which are enounced (they sound realy cool espezialy the Defend-Towers).
- do some advertisement to get a bigger overall population (this will bring new Alpha player and drive old one to Beta when Alpha is overcrowded)

The two last sugestions will bring more people into your corps and provide more safty near your outpost ... and somethink worth to fight (die) for.

You don't need a zerg to defend against a larger force, simple tactics and scouting can easily secure ops without sustaining losses. There does need to be a higher population for our current island count though, not that we should lose some islands. This will increase roams, both enemy and friendly which is what's needed. But with proper tactics you can still easily prevent losses.

2

(19 replies, posted in General discussion)

Agreed, TP's are now more safe than an outpost because you can become safe even while flagged at internals. This really needs to be reverted, or fixed in some fashion.

3

(64 replies, posted in General discussion)

Celebro wrote:

I think in the beta/pvp aspect of the game, DEVs were trying to replicate eve too much, but without warping,local chat or scanner, which generally makes it a far more riskier endeavour to farm PVE or mine resources, and which consequently makes beta far less attractive than in the other game.

For non-eve players let me explain: warping took you just 5-10seconds, then whilst you warp5-10sec. No one could attack you, far harder to catch PVEers or miners, then it was just a few seconds to dock.
Also local  tells you if  enemies are in system, a kill needed skill not just luck when roaming. In perp once they find you mining/PVE you have no chance of escape.

I'm not implying to add those 2 features, warp would be game breaking here. Local chat, maybe not that bad idea. A sector detection system of some kind, by using deployable items/mods. Either way something has to give for a safer option, is just too much of a risk specially when we are talking about a sandbox game. No matter how much goodies they add to beta.

Those two features is why I only played EVE once, their lack of is why I play this game now. Local doesn't add skill, it just means the target has to be afk or dumb. Simply use scouts to scout, the game doesn't need to auto scout for you.

And if want to capitalize on better incentives in beta without dying every 10 minutes, maybe use a group or scouts, or anything really. As it stands there is very little incentive to be on beta other than epriton, why should only mining be so much more lucrative(epriton is like 6x as expensive compared to other ores). Other aspects should also respect this so that people other than miners have a reason to try their hand at beta.
Also either way I think the ammo rewards increase will be helpful on alpha and beta, for new players and vets who want the med PvP ammo.

Overall with these easily adjustable increases and hopefully getting some alpha corps to band together to make a green island alliance is the best way to foster a better environment other than simply waiting for more players which we all agree is needed, but for that we'll mostly have to wait for more time/more advertisement.

4

(64 replies, posted in General discussion)

Smokeyii wrote:

Epriton is all the reason there needs to be.

The biggest deterent to people MOVING to beta isnt that there isnt ample reward, it's that there's too much risk. Small community, epeen/ego issues, and certain corps that will camp stations and other tactics that are meant to grief anyone not affiliated with them. It's a player mentality issue, rather then lack of incentives.

If you've ever shot 5th teir spawns, espically of heavy mechs, you'd know they drop a *** of plasma. Enough that 2-3 hours of farming with 3-4 heavy mechs can provide a weeks work of production funds for a large corp. The kernel thing maybe.

What happend to FOOM is a good example of why corps wont move to beta. They didnt "ask" to take a station, they just took it. That pissed some people off, who didnt own the station, nor live on that island, nor were they allied with anyone who did. They simply did not show proper respect for the powers that be, and so they were camped into station, with flimsy excuses of "They're allied with 62nd".

Oh yeah... and more people.

Yes, as I said there needs to be more reward to equalize the risk, and yes I have done T5 heavies and they do drop alot of plasma, and you could double that and make it even more worthwhile thus further adding to the reward for being on beta. There are numerous things that can be done to increase beta activity, and many have been in dev blogs, but I primarily proposed these changes because they're simple to implement, only increasing numbers and not adding content. If these become over the top once new content is released they're also easily reversible.

5

(64 replies, posted in General discussion)

Jack Jombardo wrote:

You try to hardcore nerf Alpha and I as pur Alpha player should be silence?

Gogo, bring more stupid idears.


PS: Some tip how to get more people to Beta
- do NOT gang every solo NPC-Corp guy but ask him if he like to join you
- do NOT flame every one who don't like PvP but ask him, if he provides you with mats/equip/bots if you TRY to protect him
- if you notice a new corp with few members try to ally them and provide them with prototypes if they join Beta

best advice: BE MORE FRIENDLY

So you mean just group up with everyone and together we will rofl stomp them observers and finally win the game?

6

(64 replies, posted in General discussion)

Other than the obvious extra incentives which have been talked/hinted about in dev blogs such as new bots and player owned stations, other easily implemented incentives to get people out of their safety blankets could be:

Double beta plasma drops, and increase kernel drop rate to maybe 75%. As it stands the reason to PvE on beta is simply for larger/higher level NPC camps. Also extra mission incentives that could make the missions actually worth doing rather than mining/NPCing without the wasted time running back and forth.

Increase the amount of ammo awarded from missions by like 5x (60 -> 300), this would help low level combat missions from becoming barely lucrative due to ammo costs further, and would promote enemies and friends alike to be running missions on beta to get the coveted medium crypto/Heat rounds, yes I'm excluding magnedart because I believe this should also be a ranged ammo, or at least have less of a range penalty.

Also outposts definately need more incentive to holding them other than slightly higher recycling, etc. but there's already been some news announced about this.

Simply put there needs to be more reward for the risk of going out to beta other than epriton, and of course the point of a sandbox game, PvP.