i dont think that 3 new islands will do the job.
only 3 new islands would mean that only 3 corps/alliances will have the fun, or they will not have the fun because others want that too. and besides they will be pvp islands i dont think it will be a good idea that the ppl have to fight over the few islands first to get settled there. these new toys should be avalible in enough quantity so that everybody can have their share.
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Perpetuum Forums → Posts by Syrissa
Posts found: 51 to 75 of 186
51 2012-02-24 12:16:32
Re: Gamma Islands - Make lots of them pls (150 replies, posted in Feature discussion and requests)
52 2012-02-24 10:29:39
Re: FIX THE KILLMAIL BUG>>> NOW!! PLEASE (22 replies, posted in Resolved bugs and features)
If you pay for it, it's yours, feel free to demand non-buggy KMs like the rest of us
only children demand things that re not rightfully theirs.
and btw there was a court order quite a few years ago. if you buy software you have to be aware that it can be broken in general. so if you buy broken software then its your problem...
53 2012-02-23 14:42:20
Re: FIX THE KILLMAIL BUG>>> NOW!! PLEASE (22 replies, posted in Resolved bugs and features)
im not a person how demands anything for product that is not mine... but that bug is indeed anoying in a enourmous way. a soon fix would be appreciated.
54 2012-02-23 09:51:21
Re: How about unclear icon when it behind obstacles(terrain)? (12 replies, posted in Feature discussion and requests)
i think it has been said before.
first i think its not desired by the devs.
but the real issue is the lag.
you move and you lag and your enemy moves and lags.
only the server knows when you have a clear line of sight. when you have a clear signal and fire and when the information is running between all the persons that are involved and then back to you, it may already be too late and you will hit the obstacle and then you cry even more.
i dont think we need this. get used to it. its a game. not everything has to be perfect clear.
55 2012-02-23 09:43:04
Re: Gamma Islands - Make lots of them pls (150 replies, posted in Feature discussion and requests)
Dazamin wrote:Also having a 'good' Island, will to some extent paint a big target on your corp, everyone wants to bring the big guy down.
Yes. If your the King, being the King is good.
If your the little guy trying to fight the king, that's not so much fun.
1.: there is no king
2.: if there is a self proclaimed king with a larger e-pen then you have it still can have fun fight him. we did that long enough and it was fun. (no names given )
back to topic:
yes there should be a fifference in the islands. there should be some materials that are scatterd over the silands. and of cource you will need most of them. but there should be not a "better" island. there just ahve to be stuff that is avalibe here and other stuff that is avalible somewere else. so no island is better. so a single island will not to the job.
on the other hand this also has a downside. you just expect things to turn out the way you will like it. that ppl, corps, and alliances will trade or fight over it. i will predict another outcome. the STsyndic outcome. there will be at least one or maybe even two alliances that will try to get all that they need for themselfs. so they will make big powerblocks so that they can have all they want. and this will be bad for the game. as we have seen before.
so this is basicly a double edged sword. dont try to cut yourself. you may have a reverse efect even if you have the best intentions. humans like to do idiotic things just because its to their "benefit" or fits their ego.
dont get me wrong i like the idea of ilands with different resources and maybe other things that will bring pros and cons. but i think you have to be carefull with that.
56 2012-02-23 09:21:00
Re: Why am i not accumulator-stable with my Mesmer without Remote Energy ? (21 replies, posted in Balancing)
my accu skills are still bad too.. but i totaly agree here. mesmer needs more accumulator to run efficient in any way.
57 2012-02-23 09:12:08
Re: Lemon idea, give it a chance (41 replies, posted in General discussion)
i like the idea of a player build arena and player organiszed tounaments, but i think will not do the job alone. if you want to do it now on beta with walls only then i think it will be a failure because the arena is limited to that walls and the surface that is avalible.
i thinkt it will be better to wait for the gamma islands to arrive (even if this will take quite a few months) were you also have terraforming avalible. this will allow you to build a good arena where you can use terain and walls to build a real good arena.
just my 5 cents.
58 2012-02-21 17:46:31
Re: Limit module health levels in NPC loot to 4 + stack by health level (23 replies, posted in Feature discussion and requests)
+1 to OP
good idea
59 2012-02-17 10:23:13
Re: Common things or universal slots. (34 replies, posted in Feature discussion and requests)
kain with 6 autocannons will look nice...
this sounds good. but you will have to use (hungarian) math to find out if it realy will not be too overpowering in some cases.
but in general i think this is a good idea. maybe even some more modules that could use this.
60 2012-02-15 09:01:21
Re: New devblog: The road to PBS: Terraforming (12 replies, posted in News and information)
big +1
can you give a idea how long it would take to get the gamma islands and all that toys including pbs ready?
are we talking about weeks, months, years... ? just curious...
61 2012-02-14 22:36:31
Re: THIS IS SICK!!1 (10 replies, posted in Open discussion)
*added to bookmarks*
Very nice
Also checkout this
http://www.youtube.com/watch?v=17jymDn0W6U
http://www.youtube.com/watch?v=TdAe-sDJfdg
one of my favorites
62 2012-02-14 22:20:38
Re: [2012-02-14] Active accounts extended by 3 days (25 replies, posted in News and information)
Give me EP instead.
i dont need 3 extra days. but maybe you can ban this damn stupid toll for lifetime. would be a great service to humanity.
63 2012-02-14 14:06:15
Re: please reduce plasma costs and u (12 replies, posted in Feature discussion and requests)
first: all you complain is that you can no longer gank miners.
sorry but its a poor thing to gank someone that can not defend anyway. and in most cases in the old system they were just prey with litte chance of survival at all. even with some detectors. because 2 mins are a realy long time. and a small roaming gang could be everywere in that time.
now the miners have a chance to defend assivly. so they can get save (log out or tele beacon) in most cases before you can breach the wall. well i think thats good.
on the other hand i dont like it either that entire islands get walled off completely. kilometer long walls everywere. artifact scanning is no more an option because your movement ways have been tribled at best.
the problems are not the walls that protect the miners. the problems are the walls that block the hole islands.
if you want a fight then come to have a fight. not to gank something that can not shoot back.
so for your post its still a
-1
wrong intentions, wrong reasons. but a +1 that some thing is wrong with the walls.
64 2012-02-14 13:50:26
Re: Crafting in Perpetuum - Discussion (35 replies, posted in General discussion)
well if you want to have customization then you will need a totaly diffrent and way bigger database. atm you only have a specific item. what that item does and what stats it has is that DB.
if you want custom items then every item has to be stored seprately not only the item ID. this will make things way bigger and maybe way slower.
on the other hand this is a nice idea.
i could think of a crafting system where you build sub components and you can manifacture these together to a end product.
so if you build a autocannon(just for example) then you will need a few components, barrel, engine, targeting system, ammuniton container ... ...
so if you have diffrent kinds of sub component and every component gives you some stats, then you can build the gun together and you will get diffrent stats dependent on what component you use.
so as additional idea, every item has a limited number of "slots" for these sub components. and you can place your sub components in them. maybe the slots will be categorised by type as well. and your base item determins how much slots of what kind you have avalible. so you have to choose what you want to have in that item. more range, more damage, better hit dispersion, less accu usage, fitting requirements... ...
so if you want bigger ammo box you have to cut on something else. aso...
this would be way more complex then what we have atm. it also would mean that a produser has way more to do to get to his end product. but it will give him more freedom of the items you can create.
that could work with everything. items bots, structures... ...
on the other had something like that will be more hard to ballance. if you have fixed items it is more easy to ballance it. if you give ppl the freedom you will always have to look for the max etreme way a player can use the system.
another option is to bind the quality of the item to the crafting skills of the agent. but i have to advise against this, because new players will be fustrated over months and will not be able to build anything usefull at all.
on the other hand you could ballance that with the item cost. better items with better stats would require better skills but also more resources. while items with lower stats will require less skills and will also require less resources.
general from my perspective: complex is always good. too complex may scare ppl of, or bring probems with it.
so back to question.
the current system is not bad. more complexity is good but dont over do it...
just some random thoughts on that topic...
65 2012-02-14 09:51:52
Re: Walls; This is how I thought they would work. (34 replies, posted in General discussion)
back to OP:
in general the idea is not bad, but i would not agree with the outpost things.
i would bind walls not to outposts but to thething that we dont have atm. PBS!
so if you have a PBS you can place walls in a certain radius around it. that will help walling off entire ilands with 3km long walls. with PBS comes costs and maybe a special module that prevents the decay or baybe a slow self repair for the walls.
an additional feature that may be worth a thought (even if it makes no sense from the logical point of view) is to limit the number of connected wall segments to a fix number (not saying what the number should be). a wall only works when it closes the gap you want to be closed. if there is one hole then the wall is for nothing. so if you limit the total lenth of a wall your option for spamming will be limided, because you can not wall off too large areas on plain field. you can wall off on smaller gaps between mountains, or on strategic locations, but it will have its limits where and how it can be used. but that is just a thought.
66 2012-02-10 22:59:10
Re: wild new sandbox mmo with perma death persistant world etc - Salem (8 replies, posted in Open discussion)
Annihilator wrote:hopefully you cannot build walls or get trial accounts there...
Hopefully there won't be any bitter German whiners.
i hope you dont talk about yourself...
67 2012-02-10 22:55:29
Re: Account Reset for New Players (14 replies, posted in Feature discussion and requests)
Better yet would be to allow new players to level down extensions as they please without any time limitations for 30 days.
this is the right way +1
68 2012-02-07 09:22:11
Re: Square tile system vs hexagonal (5 replies, posted in Q & A)
because hex is a pain if you want to use coordinates.
square workes well with x- and y-axis
69 2012-02-05 10:14:12
Re: Territory control mkIII (9 replies, posted in Feature discussion and requests)
i like the idea of the areas that can be controled insted of only the outposts.
maybe it needs some more thought of how it can be controlled, but the idea itself is good.
+1
70 2012-02-03 08:32:06
Re: Don't fear the riveler (5 replies, posted in Open discussion)
lol...
nice idea. had a big fat grin on my face while reading this.
http://www.youtube.com/watch?v=AUO_5EALZoM
dont fear the reaper... eh the riveler
71 2012-02-02 22:29:45
Topic: [mark forum as read] to the top pls (0 replies, posted in General discussion)
as topic says.
pls get that to the top of the forum list and not at the botton. move that rss feed stuff down there instead. would help a lot scrolling in my perpetuum forum life... thx.
72 2012-02-02 09:03:41
Re: Walls :: first impressions (128 replies, posted in Feature discussion and requests)
did anybody try to block a npc roaming squad path with them? so that they cant get around it. for example close a gap between 2 mountains. how does the ai react?
running into the wall and stay stuck?
attacking the wall?
trying to find another way around? (even if its a long walk)
magicly walking through the wall?
73 2012-02-02 08:59:37
Re: New incubators :: first impressions (13 replies, posted in Feature discussion and requests)
-1/2
decorational plants with incubators would realy look dumb...
we can talk about the plants you can harvest, but i think this will not realy be nessesary either.
maybe we can rename the incubators to planting device. problem solved.
74 2012-01-31 22:38:31
Re: [Request] .csv export for Researched Prototype (10 replies, posted in Feature discussion and requests)
agreed. need way more export options for a lot more things ingame...
75 2012-01-27 18:12:26
Re: Syndicate Tokens: 'Unlock' those rare Heavy mechs (16 replies, posted in General discussion)
on one side i have to say that the ourney stuff sould be unique and stay that way. it was a special price and that should stay so. otherwise you will downgrade their achiefment.
on the other side it realy would be nice if you could work for something like that. maybe it does not has to be the same thing. how much diffrent it should be is another thing. some may say a diffrent coller is enough, others might say the boni should be a liite worse... we can talk about that.
but surely yes give us more stuff where mission running gets more rewardable.
Posts found: 51 to 75 of 186
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