The metagame is going to shift radically as big bugs get fixed and balance is put into line with reason. By the time this game stabilizes (if it doesn't get shut down due to lack of funds before then) things will be completely different. Choose something that sounds interesting to you now and have some fun. Don't worry about making a suboptimal choice. It's almost totally random if the choice you make will end up over- or under-powered.

develop->test->ship the feature-> get feedback->make it better and never ever build a feature on a feature that is not tested and you dont have feedback

That makes game development impossible. You cannot isolate and test every mechanic before putting a game together.

DeadTwin Mk0 wrote:

I think its fun, adds a temporary additional strategic layer to combat. good luck trying to find a good way to get behind your enemies while also being down hill, avoiding spawns, and being on the correct side of your objective lol. fun for now at least...

If we follow this concept, then let's add a bunch of random, illogical mechanics that render basic knowledge about how the world works useless.

4

(133 replies, posted in General discussion)

CanDre, your primary flaw (aside from overgeneralizing, making appeals to an authority that doesn't exist, being presumptuous about what others want, and a host of spelling mistakes and grammatical errors) is that you do not account for the fact that Perpetuum is a niche game. Perpetuum is not made for people satisfied with WoW. Perpetuum is, by its nature, a game made to appeal to a minority of players who do not have trouble with at least occasional PvP being forced on them.

I may be incorrect--I don't know what the devs want out of the game's design--but from what I've seen the message is pretty clear: Perpetuum is made for a small population of dedicated people who like a living economy and a PvP-rich world.

5

(57 replies, posted in General discussion)

It was funny how some of the early release players were lauding the game for the smootheness of that release. It's easy to have stable servers with a thousand players or less. Now that there's some actual volume, the game sees some trouble, as anyone who has been around MMOs for long would expect.

Evizaer wrote:

"Broken" from a game design perspective, not from an execution sense. It's as if the indie devs who make these games have learned nothing from the past and wish to keep repeating nostalgic fantasies that may be fundamentally broken if implemented naively--as they almost always are. (The use-based skill gain model in Darkfall is a great example.)

I don't think anyone has ever solved this problem. And I disagree that sandbox games should make character progression short and easy. The way MMOs work you have to have a separation between the newbs and vets because: 1) newbs need time to learn the game mechanics; 2) it makes players keep to a consistent identity instead of rerolling whenever they please; and 3) it gives them a clear goal to work towards when they start.

1.) If vertical character advancement lasts no longer than the time it takes the newb to get familiar, I'd say that's an appropriate length. Beyond that, getting better at the game should be the only way to advance. Otherwise you just have additional grinding. If you have vertical character advancement beyond that, you're just asking for it to take the players longer to feel like they're playing the "real game".

I'm not a fan of mechanics that approximate doing little more than transferring player time into character power. I'm also not a fan of the idea that a player should have some kind of "main" that they spend all their time working on--but that's for a different discussion.

2.) When you develop a reputation among other players, you won't want to arbitrarily reroll. If we're going to endorse "main" characters, I don't think you should even be ALLOWED to have multiple characters--perhaps players shouldn't even be able to reroll without GM approval. If you let players reroll whenever they want, you're allowing players a "get out of jail free" card to play whenever they do something naughty. If you let them off the hook so easily for breaking norms among their peers, you are basically giving them carte blanche because there can be no social consequences.

3.) How does vertical character advancement provide a clearer goal than the mere acquisition of wealth and power? If the player is incapable of entertaining themself in a sandbox world without sweeping character advancement, I don't see how they wouldn't find a world with such advancement equally unappealing. Players who need to be guided by the nose around the game world don't actually enjoy sandboxes to begin with.

The only way to do this is provide grind. The trick is dressing it up so that's it's not a horrific experience, and providing different avenues for doing so. The second thing you need is to create a power plateau beyond which vet players can diversify but not become so uber a newb can never catch up.

Why should I have to do activities that aren't fun in order to get to fun activities? Why can't I just log on an hour a night and have some fun? Maybe I just value my time higher than other people. If a game isn't going to give me interesting things to do within the first 10 hours, I have trouble justifying spending so much time on it when there are so many other great games around to occupy me to much happier ends.

Contrary to what you said in your first post, I think the way Perpetuum does it works pretty well. You have all the standard elements - resource gathering, killing mobs, running missions, industry, trading. You can do as much or as little of each of these as you please in order to progress. Pick one that is relaxing, where you can just zone out and do it on automatice while listening to music or people talking crap on vent/TS. Or if you want a challenge go for something slightly beyond your level that's a bit harder to manage but keeps you interested. Plus time based skill progression means all you need to grind for are materials/wealth/gear, which can only make it easier for the casual player.

Why should there EVER be grind, though? Why can't the game be designed to be fun end-to-end (or as close as you can come) instead of requiring you to do repetitive, boring tasks. I don't play games in order to "zone out", I play them to have fun and be entertained as well as to be mentally stimulated a bit.

Evizaer wrote:

I stated that the open world PvP portion of EVE is significantly less popular than empire space. And this doesn't even count the people who are in nullsec but don't actually PvP, electing to be industrialists and traders instead.

I don't get your point here. Why does this mean the sandbox genre is broken? If a game offers zones with no/limited PvP zones it will attract players who like to play in those zones. Are you saying EVE should try and encourage more players to go to high sec?

I'm saying that people vote with their feet. They would prefer not to be bothered with the ganking and histrionics.

Popularity doesn't mean much. But this genre has been around for over ten years now and no one has made a game that has truly succeeded on a large scale without turning it into at least a partial themepark/safe zone? As it stands now, it seems that sandboxes that focus on open-world pvp are basically inferior products. Design hasn't progressed as it has in the themepark realm.

Evizaer wrote:

I'm not here to argue about the definition of sandbox and open-world PvP. Those terms are pretty clear when seen in the scope of the MMO genre.

You keep bringing Darkfall up as an example of the brokenness of the genre. Yes, it's an example of some bad design decisions, but it's not an example of the sandbox genre failing....it's an example of a game failing to be sandbox. So it's not really relevant to Perpetuum's situation.

I don't understand your aversion to calling Darkfall a sandbox. It's clearly a sandbox when compared against industry standard games like WoW. It may not be AS sandboxy as Wurm Online or EVE, but that doesn't mean it isn't a sandbox--I guess you could say DFO just has less sand.

We will see how well it works. I hope for the best. I have not seen a game with similar mechanics avoid turning into stone age tribal societies participating in gankfests.

We're here because we want to play at stone age tribal societies. That's the whole point! But yes, hoping for the best here too.

Here I disagree. Stone age tribal societies are nice in the beginning, but for how long is brutal coercion by force as the default a fun way to live in a virtual world? I think we should have better tools for building and maintaining societies in-game so we can get past hitting one another with rocks as the main way to solve problems. Of course combat should still remain important, but it should be relegated to specific purposes like outright war, sparring, and fighting criminals/bandits/pirates/rogue AI.

Evizaer wrote:

According to this definition, Darkfall is a sandbox game.

First, it doesn't have local banking, therefore the economy cannot work properly. Second, it doesn't (or didn't at release) have character specialisations. A game must have a realistic virtual economy and allow players to take on roles e.g. trader, crafter, thief, soldier, courier, spy etc. Darkfall has sandbox elements, but it is not, to me, a sandbox and this is one of the reasons I'm not playing it.

I don't see how global banking makes a game less of a sandbox. I'd think that not being able to build wherever you want would make a game less of a sandbox. Local banking would make the game more realistic and perhaps more fun, but it doesn't seem to contribute to the game's sandbox label.

DFO does have character specialization now, to some extent, though I don't think they did a particularly good job with it.

"Sandbox" is merely a descriptive term for games that, relative to the industry standard, let you go your own way and forge your own fate. "Sandbox" means notably less directed than average, not "realistic". (At least in common parlance it's used that way.)

Campana, thank you for taking the time to write a reasoned response. I greatly appreciate it.

Campana wrote:
Evizaer wrote:

It was a "this genre is broken and this game isn't doing enough to fix that" post.


The genre isn't broken. Niche, yes, broken, no. The main trouble is that companies who want profit will make themepark games. Sandbox games end up being made by indie devs who lack funding, or experience, or both, and the games they make tend to launch with bugs, memory leaks, client crashes and server instability. (Perpetuum is doing amazingly well here).

"Broken" from a game design perspective, not from an execution sense. It's as if the indie devs who make these games have learned nothing from the past and wish to keep repeating nostalgic fantasies that may be fundamentally broken if implemented naively--as they almost always are. (The use-based skill gain model in Darkfall is a great example.)

Evizaer wrote:

There's a reason why most EVE players stick to empire space and Darkfall hasn't increased its sub numbers above (IIRC) 30k. Open world PvP is a very small niche and for a good reason.

Open world pvp doesn't equal sandbox, nor does it have to. All those EVE players living in high sec are still playing a sandbox game, albeit most of their combat is PvE. I can't attribute this fact, but I once saw a statistic that null sec space hosts about 50,000 of EVE's players. That's a pretty respectable proportion if it's true.

Darkfall is (arguably) not a true sandbox* it's just (or was at launch) an open world PvP game and therefore does not support your argument that the genre is broken because open world PvP is broken.

I agree that open world PvP and sandbox shouldn't be conflated. I didn't conflate them in my post. I stated that the open world PvP portion of EVE is significantly less popular than empire space. And this doesn't even count the people who are in nullsec but don't actually PvP, electing to be industrialists and traders instead.

I'm not here to argue about the definition of sandbox and open-world PvP. Those terms are pretty clear when seen in the scope of the MMO genre. Arguing the meanings of subgenres (aside from grievous misclassifications) does nothing but frustrate people. MMORPG players have clearly labeled Darkfall as a sandbox game. If you wish to invent a definition of sandbox, go ahead, but know that it will just cause confusion.

Evizaer wrote:

I also was not talking about "instant escape". If someone is capable of assessing the threat level posed by an enemy force, he can easily pick to avoid all fights but those in his favor. I'm not sure what mechanics Perpetuum has in place to avoid this situation, but if it isn't avoided most of the PvP in the game will be ganking. What mechanics are in place to prevent you from accurately estimating the power of your enemy and just avoiding all fights you won't obviously win?

There are two mechanics which do this in games in general. The first mechanic is the carrot, which lures people into PvP zones in the first place. The second mechanic is the lack of either the will or the ability to disengage.

The carrot can't just be mobs that drop better stuff, or better mining yields. It has to be something that players want, and that they will be forced to protect otherwise they risk losing. Such as owned outposts or player structures - which also serve as the second mechanic, because they have to be captured and defended.

I can't really talk about how successfully Perpetuum has done this, because I haven't played long enough to know. The ingredients are there (or in the case of player built structures are in the pipeline).

You can't really prevent people from avoiding engagements they think they won't win. It's human nature, and game mechanics need to work with human nature, not against it.

We will see how well it works. I hope for the best. I have not seen a game with similar mechanics avoid turning into stone age tribal societies participating in gankfests.


*By "sandbox" I mean a game that tries to simulate a world where players take on social, economic and military roles via their interactions with each other, where the content is largely produced by the players themselves using the tools at their disposal.

According to this definition, Darkfall is a sandbox game.

Neoxx wrote:

Theres no instant escape from a fight.  There are teleports but you obviously have to run to them.  You just seem to be posting this "woe is me!" post where its completely unnecessary.

It was a "this genre is broken and this game isn't doing enough to fix that" post. There's a reason why most EVE players stick to empire space and Darkfall hasn't increased its sub numbers above (IIRC) 30k. Open world PvP is a very small niche and for a good reason.

I also was not talking about "instant escape". If someone is capable of assessing the threat level posed by an enemy force, he can easily pick to avoid all fights but those in his favor. I'm not sure what mechanics Perpetuum has in place to avoid this situation, but if it isn't avoided most of the PvP in the game will be ganking. What mechanics are in place to prevent you from accurately estimating the power of your enemy and just avoiding all fights you won't obviously win?

(Notice: I'm not making a point that Perpetuum is broken because of this, I'm asking what mechanics does Perpetuum have that prevent this. I'm not speaking out against the game, I'm wondering if it gets around a problem I see in other similar games.)

It's probably because you are under the misconception that this game is just like EvE.  I'm sorry that someone convinced you of that.

Actually, an hour or two in Perpetuum worked hard to convinced me that the game "is just like EVE". It seems to have copied much of the style and interface of eve with only minor alterations. The easiest way to have people assume (erroneously, in this case) that you are a clone is to clone immediately visible and prevalent parts of the game, like the interface.

Perpetuum certainly has plenty of its own mechanics and ideas. It's not an EVE clone, it just borrowed heavily from parts of EVE. It's good that there is another game that aims to be as deep and involved as EVE.

What a croak of horse manure.

Please make an actual argument or do not bother to post. There's enough trolling/flaming/general idiocy on the internet already.

Also, it's "crock" not "croak". If you're going to waste everyone's time, at least use your insulting metaphors correctly.

Neoxx wrote:
Evizaer wrote:

I'm concerned that some of the parts of EVE that I quite disliked (for instance, the fact that playing the game consisted primarily of waiting because of how many set-and-forget mechanics there were) are in Perpetuum.

Sandbox PvP tends to be a bad idea in game design because it ensures the least fun battles are those that happen most often. In a PvP sandbox, there's no reason to fight when you can't win (unless you can't escape). The game naturally devolves into what is essentially ganking because it's pointless to fight when you have the option of safely retreating in the face of even (or worse) odds.

I've made a couple of blog posts on this topic that, if you're interested in a critique of open world PvP games, you should check out:

Why Open-World PvP-Focused MMORPGs are Dead
Sandbox MMO Design Problems

Those concerns and criticisms aside, there should definitely be more MMOs similar to EVE in terms of complexity and depth.

We dobt have warp here, bro.

If we did, I assure you GG wouldn't have lost all theor bots in the fight and we wouldn't have lost 3 in the first fight.

Play the game before posting next time.

You should have honestly read my post before responding to it. I said I was "concerned". I have not played the game enough to actually make factual statements and I made no such statements in my post.

What you say sounds promising. Unfortunately, the earlier part of the game you need to grind through to get to the fun PvP stuff that you describe may be too boring for me to bother going that far. I'm still in the process of giving the game an honest shot. I do not have time to put more than an hour a night into this game. There are more fun games to play (at least for now, I anticipate Perpetuum will get more interesting as I play more) and other things to be done.

I'm concerned that some of the parts of EVE that I quite disliked (for instance, the fact that playing the game consisted primarily of waiting because of how many set-and-forget mechanics there were) are in Perpetuum.

Sandbox PvP tends to be a bad idea in game design because it ensures the least fun battles are those that happen most often. In a PvP sandbox, there's no reason to fight when you can't win (unless you can't escape). The game naturally devolves into what is essentially ganking because it's pointless to fight when you have the option of safely retreating in the face of even (or worse) odds.

I've made a couple of blog posts on this topic that, if you're interested in a critique of open world PvP games, you should check out:

Why Open-World PvP-Focused MMORPGs are Dead
Sandbox MMO Design Problems

Those concerns and criticisms aside, there should definitely be more MMOs similar to EVE in terms of complexity and depth.