Ville, isnt there a story of unicorns in all your madness?

Would be very nice if npc on gamma built up NPBS the same as PBS, very fast like in one night, and if you dont wipe them they continue to build strong defenses. The more the npc fortress stay and develop, the bigger the loot. They could also if nobody attack them, launch big attacks on PBS of certain size...

I already tough of this some times ago:

http://forums.perpetuum-online.com/post/51640/#p51640

Cobalt wrote:

Yeah the maximum npc difficulty should equal 100% chance of death if big error against them, even for veterans, even in small/medium groups. It is balanced that way now and offer a real challenge.

Lets wait for heavier chassis ingame to see even more challenging pve. Because i think the game misses something in the area of "biggest threat possible". Maybe change the way pve HL is handled, why not use POS as an opportunity to do this?

Once we have our new islands adapted for structures creation, why not make the faction npc build highly defended structures, at random locations, preceded by roaming activity etc...  What is most fun and realism, a giant robot/monster/whatever with 1 billion HP, that take a 40 players group 1hr to kill, or a giant fortress defended by swarms of low npcs, defensive turret structures, and maybe some observers or a little stronger opponents at the center near the loot.

From a lore/evolution of game perspective, i think implementing npc actions inside the POS system will be essential to develop the "war against natives" aspect of the persistent world. Once we get further inside Nian empire, we will obviously encounter ennemy structures. I think those structures should be almost all destuctible, except some key buildings. After that its easy to regularly adjust aliens response level to be in line with the story.

Lol each time i read this topic title, i think of the spam mails i get daily:

"Make cans last longer in bed!"

But yeah +1

Or even better, more complicated rules than simply allow/deny docking.

Like:

-ability to confiscate private storages, or timer for private storage over wich content is put into owner corp storage.
-allowing/denying only one or more types of robots: only haulers, only miners etc...
-allowing/denying docking for robot that have certain types of item in cargo (ammos, bombs etc..)

There could be a very complete set of rules that would permit to finely tune allowance to OP and therefore create specific tasks for outposts:  trading hubs, fortresses, diplomatic buildings.

More generally, id prefer a complete ruleset for buildings and various modifiable characteristics ( like maximum U storage capacity, structure hp, energy output or whatever they think of) than preset buildings.

Give bases for the building types, and let player create their own types of buildings in a "sandboxy" way. So that everyone dont have the exact same PBS based on min/maxxing.

Example:

*Corp/Alliance A has no ennemies except some weak pirates, they are a trading empire, based on market to build their power. They need many storage capacity but not much defense for their trading hubs but they need a real stronghold to keep the precious stuff (i am supposing PBS can be destroyed and their stock can be pillaged. If it was me i would suppress NICS entirely and would only put common plasmas as main currency, that would be real sandboxeness for everyone, but back on topic), fearing another strong alliance would putsh them and steal all their assets.

*Corp/Alliance B like to fight and get (or lose) new grounds often.  They prefer to have their ressources homogeneously split for each fortress they have. But they need big production plants for all the stuff they blow up.

Now how do i see it:

Each structure has a fixed amount of empty "slots", and can be "fitted" like a bot (blueprint style, need to be arranged BEFORE building it, and once its build it cant be changed.

For example:

*Outpost:                                                 5 slots
*Fortress:                                                10 slots
*Headquarters, homebase or whatever: 20 slots


Each structure has a different base cost.

Now the "modules":

*Storage capacity
*Repair facility
*Refinery
*Production facility
*Market (could limit type/number of buy/sell orders...  or not)
*RE facility
*Power plant (OR if they decide to make separate building power plants connected to PBS, then forget this one.)
*Plating
*Shield capacitor
*All you can think of that would be internal to big PBS. No turrets etc...

Now the result:

Corp/alliance A would make lets say for trading hubs, Fortresses, with maybe one or more market (depending on the gamedesign for those ones), and many storage slots. But the HQ would have many plating and shield and some facilities.

Corp/alliance B would make many outposts, with only some storage, some plating and good shield defense for timezone holes defense.  Their HQ would have many facilities and medium/good defense.

A mining hub could be created with storage, refinery and some plating.

Each building "modules" would have a level with exponential cost and more slots usages.

Refinery I  : low cost and 1 slot use
Refinery IV: very high cost and 5 slots use

A modular approach for buildings and a complex ruleset for interaction could make a great sandbox combo for PBS imo

All number are just for the example nothing well tough out.  But id far prefer a system where each building is unique, and things have to be tough out before building, than a system like a rts game base development. But i may be asking a bit too much...

Id prefer something like this:
http://img33.imageshack.us/img33/2268/p … kkapcs.png

where travel trough most island is promoted, and every island has at least 2 TP.

Also for further access to new ground one would have to pass trough high value island (highly protected logically).

This make up would promote more pvp and/or trading if high value islands have each one a material that is found only there.  Alliances could put low value islands to neutral access, so those could be very good trading hubs by allowing other corps/alliances to sell/buy rare materials and commodities.

One faction island set could be also disputed by two alliances, where each of them control medium value island and try to get high value island, wich would be a battleground etc....

81

(11 replies, posted in Balancing)

I had never made any mission since release. I made up my UASD standings to 6.1 for the last combat spark in one rush (several days).  IMO its just a poorly designed time sink grind. Money/standing reward for same level missions are inconsistent to say the least... Example: missions lvl 5 on karapyth for UASD.  One of them asks you to destroy 5 arbiter mechs/ewar mechs and recover data consoles. Reward 0.05  ; then you have another one that asks you to kill 16 elite rams, 8 supreme tarantulas, 8 supreme coyotes. Reward 0.03 .....  it take around 4 more time (with good fitting/extension and ammos..) to do the later, and reward is inferior? Who the hell did design this?  Every level of green combat missions its the same.

And i dont even talk about walls and locked beta islands...  So you gamedesigner decided one player could be denied access to maximum standing if not in good alliance/corp??  All that is a bit too much, i made this expecting combat standing will have some use in the future but certainly not for a minor bonus in dmg and crit..

So give use to combat standings please  thx

82

(65 replies, posted in General discussion)

Dont know the truth here , but looking at the posts, there seems to be so much misinformation, propaganda and truth spinning in this thread that it could belong to CD

With this idea the gropho and mesmer would have 7 autocannons

+1 very good idea but i didnt understood the last part about stacking behavior. With your idea will it still be possible to unstack lets say miner charges for mining ops and have them still unstacked in field cont?

Annihilator wrote:

- that walls are using the plant-mechanics is the most logical solution for something of that kind.

Annihilator wrote:

the first key mistake with walls was that you cannot shoot at them directly - because they could not fix that core game mechanic, that prevents you from shooting at plants, they have added bombs.

the second key mistake with walls is, the self-grow mechanic of them.

those two things need to be fixed for walls in their current, unrestricted form of placement. then you can also remove the decay effect as its just a stupid thing...

So YOU can argue about 2 "key mistakes" that the devs made while implementing walls. YOU can say some of their ideas are 'just stupid", but I need to go make a game if i know better (or differently said STFU). Get down of your high horse Anni please....

The funniest thing is you essentially say mostly the same thing as i said just 6 posts after mine, while having contradicted it just 2 posts after mine. Show some consistency when you want to roleplay the "almighty spirit of gamedesign on the forum" type of guy.

But hey, seems we agree about the walls so... /thread for me.

With all the players reasoning about walls and all the VERY logical argument and propositions that ensue, i cant refrain from thinking: PBS using plant layer and not targetable, no ownership restrictions, decaying to handle proliferation, bizarre interference emitter LOS fix to avoid wall destruction by locking it on the other side (lol from Anni this doesnt even work? just need to find a top/down situation maybe... not tested).

Finally, all in all it looks like a slovenly implementation. Walls are just plants with different look, different hp/resist and a way to grow them with a module.  Maybe better make us wait more and create a PBS system from scratch, with a true PBS UI to handle construction/placement/requisites, logical ownership restrictions.

Or you cannot overcome your plant layer stuff limitation for dynamic structures. Remember me something about single tile restriction for mobiles... (btw PBS are good and all, but where are our destroyers?) Maybe i sound harsh and all, but its the feeling im getting with the whole "wall case".  I feel like engine restrictions condition a bit too much the features implementations.

M Piquet wrote:

That's an incredibly arrogant statement to make. I don't know if you've noticed, but Perpetuum wasn't built solely for you.

If i was to make that kind of low level non constructive criticism on forum, i could have made it for monthes.

Funny that for once and as soon as  the less blood thirsty part of the community start to defend its point of view, it become arrogant and selfish.

Look at the forum. Its always been the other way around man. YOU are incredibly arrogant to judge your fellow player camarade about his feeling of the game.

Yeah its always the same thing with "so called" sandboxes.  It turn into a deathmatch thingie because blood thirsty pvper are always the most vocals. Nobody cares about the ones that prefer CONSTRUCTION to DESTRUCTION. Too bad for everyone, im sure some (of the pvpers) would really like to enjoy some "godzilla time" in others built cities.

But once again we as a community lack the distant future vision about what the game will become. And like Arga id like to know what type of game AC wants to create for the future.

One last thing. Good luck implementing PBS with decay mechanics. IMO its a bad decision, you will exhaust harcore crowd and scare casuals/less hardcores.

tldr:  destruction always favored to creation.

Arga wrote:

needs to evolve out of run and gun, less worrying about a sniper killing you when you exit your house, and more about bases to build an empire.

Yeah but as i already said, some dont want the "age of empires" to replace "age of barbarians". They simply dont consider the game is more than mine>kill, cant get their head out of the full loot ffa pvp "deathmacth" type of gameplay, only with some grind for sustaining it.   I know for sure some other so called "sandboxes" who catered too much for the "free kill" crowd, now its a no mans land.

Dont get me wrong, ffa full loot im all for it. But with some "meaning" beyond that. Not just mindless roams, i kill your riveler, you kill my symbiont...   How could some play as "pirates" or "outlaws", if there is not a beginning of "civilized land"?

Dazamin you imply that Arga only wants to mine in peace? Im 100% sure you are wrong.  Imo, Arga just wants to play a level higher than the roaming tribes we got now. Cause your so loved pvp style began to steam, even before any wall was constructed.

What i think would help balance wall (that has already been suggested):

-No auto building up. Each wall has to be built entirely. So you add a time sink to the money sink. Only that would help greatly not spamming.

-Walls are easier to destroy, but the wall tile stay as long as the owner (with a new "area owning system linked to OP") dont want to destroy it, with a new window to handle all that (Devs at one point or another you'll have to create some UI to support PBS, heres a good chance to begin). The tile itself is costy(and also very long to deploy... again time sink good for lowering spam). The "building up" is more of a time sink, but not much money involved.

-When a wall is attacked, the owners are alerted (but not wich one is attacked, only the area where its attacked) The bigger your wall network, the harder to find the attacking point (without a good probe network to back it up).

-For the love of all gods, you should have introduced GATES at the very moment you introduced walls. With a system of ally/neutral/ennemies filtering. Walls without gates?? Does it ever existed in human civilization?

-TARGETABLE WALLS!!!  Why not?? Everything mobile or static should be targeted and shooted at. If a single castel wants to go to some beta island, lock a wall , then shoot it for 3 hours until it is destroyed, it should be possible.

I dont see any good reason not to do it. THAT would balance the "spam like a beast" kind of behaviors with walls. Bombs are just... unadapted. Cause you have to make them big and costy to balance them (prevent other "ab"uses). But that render them unpratical in roams, even big ones.

90

(22 replies, posted in Open discussion)

My turn kiddies!

http://playhawken.com/?ref=yojcg4bw

One more time Arga you manage to explain it clearly. Not gamebreaking, game changers.  But all the fuss with whiner is tha they dont want the game to change. They like the good ol' light ewar roaming. That is getting a bit boring for everyone. I like walls, they are game changing, and the game needs change.

Devs are trying to get us out of the dark ages, where tribes and pirates control the world. We want empires. We want the Wall Of China. To stop the mongols.  So shut up upset mongols. The wall is there tongue

Maybe the devs want to see something bigger happening than just 2 or 3 light ewars bangin a riveler here and there....  Just my 2 cents.  Walls and "sense of security" are a good step toward that.  When good amount of players will be on beta enjoying their false sense of security, big roaming groups with bombs will come and harvest dem all, the pvp guys will be happy again. But the pvp guys cannot think farther than: "i cant pass wall dat dumb i cannot hunt poor miner alone!"

You guys want PBS?  Stop thinking with your old and somehow tiring method of ganking. Try to see the bigger scheme, even if your playstyle is hurt in the process....

93

(33 replies, posted in General discussion)

What i would like to see is a new class of items, structure components. Each PBS would then need a certain sum of each new components to be created. More simply, actually we have Raw materials>Commodities>Product.

For player build structures, add a layer in crafting:  Raw materials>Commodities>Modular architectural parts>building.

In essence, the exact same idea as Line (wich it seems to be the way the majority of us want to see the PBS introduced), but with the construction modules, you dont use charges or just accu, you use in fact manufactured building parts.

So you need to produce the parts, haul them (very big volume), its better than simply commodities, could add a level of strategy, and certainly could be a new space in market where indies could make their life.  So add building parts, tradable and needed for PBS.  Then each PBS could need different quantities of say ten more item types.

Its a SPYYYYYY

Grazskin wrote:

if nothing changes then you may lose 2 active accounts out of the 200 you have now.

Youve chosen your side then. The other side shall post here http://forums.perpetuum-online.com/topi … -the-devs/

They are in difficulty, no need to have invented wheel to see that. Do they have support?  Yes they have, and support that will endure the ddos as long as it needs (soon).

Makes me laugh peoples that "threaten" to stop subbing. Honestly man, do whatever you want, some see the light at the end of the tunnel. You just mingled it with some artificial neon tube.

96

(19 replies, posted in General discussion)

The real question is:  what is the meaning of this thread?

I dont consider it a whine, you may have legit concerns about the fun factor of the game. But what is the point of saying it like that on the official forum? What will it change? Nothing.  What would convince you to resub and stay? Certainly not the trolls thats awaits you in this topic. Only things that happens ingame.

Will you renew or not? Its personnal, and honestly, im not sure anyone really cares (of your personal decision, obviously almost everyone cares about the server population).

And one more

Again?   hmm

Yeah good speach Lupus.  Clear and mature. Resubbing too.

Yeah i know what is human nature Dalmont.  Just wished sometimes peoples action are not dominated by it.  Searching "who" is human nature. Starting to speak about it in forum is human nature. Just try to control your human nature when it does more bad than good thats all i was saying.