Why not implement such a feature on the Alpha islands?

stEvE had high-sec PoS. Instead of requiring very high rep and ridiculous amounts of battleship to take over we could do Alpha PoS that had a monthly auction.

From the start of a month till the end players can bid on a piece of land on the Alpha islands and if they win they can build a PoS there that will last till the end of the next month. At which point the land is given to the corp who won the auction of that month. If it's a different corp then the PoS structures will be returned to the corp hangar of the nearest terminal. There should probably be a permanent main structure that's never removed and switches ownership ( original ownership by syn-tec )

POS could be used for production efficiency somewhere between the best of Alpha and the best of Beta as well as tax income from other players using it.

27

(4 replies, posted in Guides and Resources)

Hey all, compiled all the bots into one single sheet full of joyous numbers! 621 of them if I'm not mistaken!

So for those of you playing spreadsheets online v2.0 along with me here you go:

Clicky

Enjoy and hope it helps someone.

28

(14 replies, posted in General discussion)

Jeronas wrote:

Sweat shops are being used less and less these days. Since bot programs have become much more evolved and sophisticated.

Current day bot programs can run undetected and inject mouse and keyboard hardware commands via the mouse and keyboard drivers. And so pretending real user input.
They even have some form of AI to respond to private tells ingame.

Why you think anti cheat programs become more and more intrusive? Because they have to, if they want to be able to detect the bot programs of today.

But it's just an ongoing endless battle that will never end.

Just wait until someone trains a bunch of chimps to farm gold. You'll occasionally get pop-ups with bananas that ban you for life when you click on them.

Container wrote:

Second greatest optimal range then.  Yes, one drawback to missiles is no falloff.  You may find some good opportunities through the use of falloff with magnetic weapons and firearms.  However, don't forget firing in falloff changes the damage you can expect, so the whole relative damage/range comparison between weapon types breaks down and gets complicated.

True, but the lower DPS for missiles needs to also be taken into account. Magnetics combined with the falloff bonus from Numquil bots will most likely still do more damage at missile optimal range then missiles do. Firearms will probably do a bit less but even then not that much seeing how missile DPS is really quite low.

Cycle time does not increase your crit chance per cycle, but your chances for crits within a period of time (eg. if a battle lasts 16 seconds you get 2 rolls to get a crit with a 8 second cycle time weapon but 4 rolls to get a crit with a 4 second cycle time weapon).
If you use a high cycle time weapon with a bot with a crit chance bonus, more rolls for crit together with higher chance of crit per roll due to the bonus, means high chances for crits or more crits across the span of a battle.

From a pure DPS point of view cycle time is completely irrelevant. Regardless of your cycle time each percentage of crit adds 0,75% to your DPS ( with diminishing returns, 19% to 20% crit adds only 0,656% DPS. )

From your timeframe point of view however lower cycle time weapons are actually better. Getting a crit with a 10 second cycle time weapon is like getting 2 crits in a row with a 5 second cycle time weapon. Crits hurt, but chain crits kill. The more cycle time your weapons the more chain crits would be needed from a faster weapon.

If you had to pick between 2 bonuses, double your crit chance or double your crit damage, which would you pick? Just look at so many other RPGs, increasing crit chance is quite common on items, stat effects and talents. Increasing your crit damage is generally only found on higher talents.

Good post, should be helpful to newer players. 2 points though:

How do missiles have the second greatest range? They have no falloff. A magnetic weapon out ranges missiles easily. They don't even need to go very far into falloff to do so. Even firearms easily out range missiles thanks to their very long falloff range.

And how does cycle time increase your critical hit chance? If you have a 10% crit chance I'd assume that 1 in 10 shots is a crit, regardless whether you fire 1 shot per minute or 1 per second.

31

(11 replies, posted in General discussion)

Siddy wrote:
Neoxx wrote:

Level 1 crit will increase your theoretical dps by 0.75%

Level 10 crit will increase your theoretical dps by 0.702%

Its safe to say that this skill certainly inst one you want to rush to get high levels.  Especially if you're a missile user, you want to level up your missile guidance at least 2 levels more than crit on average.  Consistent damage is much more valuable than spike damage, especially with missiles.


math fail detected

100 1 dmg shots at 9% crit deal 106,75 damage ( 91 normal hits @ 1 dmg, 9 crits @ 1,75 dmg )

100 1 dmg shots at 10% crit deal 107,5 damage ( 90 normal hits @ 1 dmg and 10 crits @ 1,75 dmg )

107,5/106,75 = 1,00702 = a 0,702% increase.

For a thelodica bot with maxed robotics it's even worse. Only a 0,656% increase going from lvl 9 crit to lvl 10.

I'd say a module which reduces your own radar range to 500m, reduces the range you're detected by to 250m and reduces your speed by 50% would be interesting.

Locking any target or activating any other module would cancel the effects immediatly ( module would finish the cycle, but the effect granted by it would not last until the end of the cycle. )

You could sneak up on people but the moment you'd start locking they would detect you and be able to fight back. In addition to this because of your own reduced radar range there could be enemies just outside that range to surprise you.

Say you use the module, get within 300m of someone, you can see them but they can't see you. 300m behind that person is an ally of theirs ( so 600m from you, meaning you can't detect them. ) As far as you can tell there's only 1 enemy in range. As far as both of them can tell there's nobody in range. If you decide to engage that enemy radar ranges go back to normal and suddenly you see 2 enemies and they see 1.

33

(118 replies, posted in Open discussion)

Dainty

34

(118 replies, posted in Open discussion)

Pants

35

(4 replies, posted in General discussion)

Does well known actually warrant votes?

If I had to choose between a game I knew to be a buggy boring mess and a game I didn't know much about I'd definitely choose the unknown one.

Then again I suppose the "If I haven't heard about it it can't be that good anyway." sentiment also has some merit.

Still from what I've seen on forums and such FF XIV has it's share of extreme fanboys that I wouldn't be too surprised about if I knew they'd been casting 20+ votes whenever possible.

And just to keep some constant in the replies of this thread:

*Insert random insult to Neoxx here*

I've been keeping some track of the 2 awards that Perpetuum was nominated for and I'm really starting to doubt the voting process of the MMORPG center award.

Now I know that these user awards don't hold too much value and I personally couldn't care too much who won them. But still, this struck me as an amusing topic worth discussing. Besides, conspiracy theories are always cool.

First of all take a look at the Most Anticipated Game category. Where a game called World of Tanks has gotten a miraculous 8763 votes. In the Best Free MMORPG category they've got over 10k votes.

So it should imho be quite obvious that the voting system is easily manipulated. I mean the second best game hasn't even got 1.5k votes ( WoW in game of the decade awards. )

Still, no problem for Perp. World of Tanks doesn't share any of our rewards. But looking at the best new MMORPG award I find myself again wondering if there's not some manipulation going on, probably a bit more subtle and believable then what World of Tanks is doing.

At the top we have Final Fantasy XIV, which from overall reviews I've read was about the worst AAA release of 2010.
Next up Star Trek Online, another game getting some pretty bad reviews. Though not nearly as horrible as FF. I'm willing to believe the votes given here are genuine.
Then we get APB. The shortest living MMO of all time. A game that's not even online anymore.

I can understand STO getting the top. But how are FF XIV and APB getting more votes? Evil men in suits following programming courses to create bots so they can advertise the games they ruined through their greed for a quick profit by spamming positive votes in these awards? Or just better known games that weren't as horrible as the reviews made them out to be?

37

(118 replies, posted in Open discussion)

Very well....

***

you know what word that is even if you can't read it....

38

(118 replies, posted in Open discussion)

Bus

How about a temporary stacking resistance against the damage types?

If you get hit by thermal damage then for you get some extra resistance ( besides normal resistance ) against the next thermal damage. This resistance would gradually decrease with a set number per second. The amount of resistance would be based on the amount of damage taken compared to your maximum armor. Weapons firing at exactly the same time ( by pressing space ) only apply the resistance after all shots hit.

So for example a bot loses 10% hp from a thermal shot. After this it would gain a flat 25% decrease to the next thermal damage. This resistance would gradually decrease by say 10% per second. So if it was hit by another bot with the same strength thermal shot it would only lose 7,5% hp. This in turn would boost it's thermal resistance again by say 18,75% for a total of 43,75%.

The precise percentages would have to be changed but the end goal is that there will be diminishing returns for every extra bot firing at a target. So that 20 people wouldn't be twice as strong as 10 people, but only say 1,5 times as strong. The result would hopefully be that the extra coordination needed for an additional person would eventually outweigh the benefit of the damage they bring.

A big organised corp could still bring a large squad and with proper coordination and multiple target calling wreak havoc, but with lesser organisation you'd be limiting your effectiveness and thus giving smaller but more organised groups a chance.

It would also be a self-balancing mechanism if one race is stronger then the others. Each race does a majority of one damage type, so that damage type would be most used and thus the stacking resistances the highest. Thus other races would be more welcome in squads to add more variety to damage types. In the end the optimal group wouldn't be one with only the FotM race but instead one with a slight majority of FotM but still a decent representation of other races.

Lore/Physics wise the explanation would be simple. If your armor has been recently superheated by thermal damage then additional heating will have a reduced effect. If your armor and the underlying systems are already punctured by kinetic damage then additional kinetic damage will need to be much stronger to penetrate deep enough to hit the next row of internal systems. If your armor is already a compressed mess from seismic explosions then additional explosions will need more force to do an equal amount of damage. And adding more corrosive chemicals to an area that's already covered in them wouldn't do that much additional damage.

40

(118 replies, posted in Open discussion)

Lope

Jeronas wrote:

<snip>If they put the server in the data center in Amsterdam, The Netherlands.
It will be directly on the Great Atlantic backbone.

Then you got both decent latency for US players and European players.<snip>

I fully support this big_smile. If it happens I look forward to playing with 10ms.

If there ever is a graphics update I'd say the lighting engine could be greatly improved.

More layers of shadows, possibly some real lights on the robots that give some glow especially for the eyes ( do note that some glow does not equal Satan Incarnate evil eye glow.... ) and probably some more improvements could be made.

But overall I'd say the game is more then good enough.

This is my fourth or fifth Gobla on this account. Not sure about being bound to account but you can definitely delete characters and recreate one with the same name.

*** happens, life happens. You deal with it, some ways may be better then others.

I'm thinking whining on the forums about a single player may not be the best way.

I think it's more to player relations not NPCs.

Say he's in a corp that's at war and has allies. If there's just a few of each he can remember their corp names and easily check in the overview.

But say he's at war with 10+ corps and 25+ allies I suspect it may get a bit confusing on who exactly is red and who is blue.

Atleast I think that's what the problem is.

Seridur wrote:

Do the weapons have critical hit chance or there is only the extension up to 10%?

I'm pretty damn sure that critical hits gained through the extension and robots ( Thelodica Clan has some robots with critical hit bonus. )

The stat is recorded on the information for your robot, not your weapon in any case.

Hit chance seems to be only calculated by Surface Size/Hit Dispersion.

Medium lasers are the most accurate medium weapons and untrained have a 3/8 chance to hit and with enough training can get that up near 50%.

My tests so far show that extensions which decrease smaller numbers such as lock time, reload time and probably hit dispersion as well are calculated as:

( 1 / ( 1 + A ) ) * B.
With A = percentile decrease ( 3% decrease means A = 0,03, 3 levels of 3% decrease means A = 0,09. 3 levels of skill decrease plus module with 10% decrease means A = 0,19 )
With B = base level ( so for target locking B = 12,5 )

This means that with a surface hit size of 3 ( light robots ) the worst you'll face is a 50% chance to be hit by medium weapons. More likely the chance will be around 33% or so.

Recognizer wrote:

hmm, far away from complete

to many other factors playing into the math then just the values on the weapons.
eg.
-Robot bonus
-Accuracy
-Critical Hits
-maximum possible tunings to fit on the bot
-EP costs for extensions

Those aren't really in the weapons themselves. Accuracy excluded, which I did include in the chart in the form of hit dispersion.

Robot bonusses are in the robot. Critical hits are in the agent ( and for Thelodica the robot. ) Tunings are also in the robot and EP cost in the agent.

I'll probably eventually get around to making sheets for those but they're outside the scope of a pure weapons sheet. I figure that once I dust off my programming skills I'll start development on a Perpetuum Fitting Tool, still gathering data like this for now though.

And I'd say welcome to spreadsheets online v2.0 big_smile

How close did you guys come to the Ballmer Peak?

I expect some seriously godlike and awesome patches soon due to superhuman programming abilities.....

Resource with all the weapon stats of all tiers in one spreadsheet for easy viewing.

Warning: may cause headaches due to sheer amount of numbers.

Perpetuum Weapons Stats

Will do some analysis on the stats later on.